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infiltrator_2k

CPU Friendly Vehicle Scripts

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From spending time in the editor creating missions and tasks, I've realised how CPU intensive Arma is with any AI that generally moves. My solution for this is either using the simulation module manager, or in urban CQC wave spawning the AI, that way you don't get the AIs disappearing in front of you eyes as you back away from say an intensive fire fight. However, I haven't a solution for vehicle in an urban CQC environment. I my only real resource saving method is to spawn vehicles in waves and use the seek and destroy waypoint. But then you have how many vehicles you've spawn roaming around the map until they're destroyed.

For reality purposes I'd ideally like to have the majority of vehicles already positioned on the map, but parked and doing nothing but sitting there until some action comes along.

My question is: is it possible to create a script that does the following and if so how much scripting will be involved? :

Have vehicles spawn in formation at a fixed location, but when the vehicle is taking fire or an enemy is spotted within a set distance the vehicle automatically goes into 'seek and destroy' to kick it into action. However, when the incoming fire has stopped for a set amount of time, and/or and the enemy is no longer visible to the enemy for a set amount of time the vehicle then goes back into a dormant 'in formation' type state - thus saving system resources instead of endlessly roaming around the map.

Is this achievable through scripting? or even better still, is there anything in the editor that can perform this type of action/behaviour? I guess it could in theory also apply to helicopters too i.e. take-off and land when a threat has dissipated.

Cheers

Ian

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