zorrobyte 30 Posted July 17, 2019 I see this sort of thing made it into the A3 engine officially! 🍻 Happy to see some of you still around after all these years. All the best, zorro 6 1 Share this post Link to post Share on other sites
kremator 1065 Posted July 17, 2019 Still here and still using it! Share this post Link to post Share on other sites
SavageCDN 231 Posted July 17, 2019 Just us old farts really 😁 Share this post Link to post Share on other sites
whiztler 137 Posted July 18, 2019 I prefer the ZBE_Cache script over the BIS engine solution. The fact that it does not cache the leader of a group make real-time simulation much more realistic. See you in a few years 😁 2 Share this post Link to post Share on other sites
kgp227 0 Posted June 20, 2020 Not sure if forum is dead or not bc no post in over a year, but i'm trying to make ZBE uncache an entire side. If anybody knows a script that will do this and where/how to implement it, your help will be greatly appreciated. Share this post Link to post Share on other sites
kremator 1065 Posted June 20, 2020 Surely you don't cache it in the first instance then? Share this post Link to post Share on other sites
kgp227 0 Posted June 21, 2020 I'm trying to make a limited zeus vs AI scenario, the only issue is everything zeus spawns in gets cached, rendering remote control of those units broken. Share this post Link to post Share on other sites
whiztler 137 Posted June 22, 2020 You can set the variable zbe_cacheDisabled to true for units that should not be cached. E.g. to exclude all blufor units: {_x setVariable ["zbe_cacheDisabled", true]} forEach allUnits select {side _x == west}; Share this post Link to post Share on other sites
kgp227 0 Posted June 22, 2020 Awesome, should that go in the init of the mission file? Share this post Link to post Share on other sites
whiztler 137 Posted June 22, 2020 1 hour ago, kgp227 said: Awesome, should that go in the init of the mission file? If you have a file "initServer.sqf" in your mission root folder then you can copy it in there. But the init.sqf will do as well. Player clients will ignore it. This would only work when all the blufor units have been created. If you create more units later in the game you would need set the variable for these units as well. In the init of the group leader: (group this) setVariable ["zbe_cacheDisabled", true]; Share this post Link to post Share on other sites
kgp227 0 Posted June 22, 2020 That's too bad, as the mission I'm making revolves around spawning units in with Zeus, and running a script on the init of every single group is rather un-intuitive for my purposes. Thanks for the help anyway, I still might be able to make use of it in a different type of mission. Share this post Link to post Share on other sites
kgp227 0 Posted June 22, 2020 The good news is I think I just found a workaround, it seems that splitting the ai apart and regrouping them uncaches the entire group. Share this post Link to post Share on other sites
comradeguy 10 Posted September 7, 2020 Hello. Is is possible to make friendly AI stay cache even if player is nearby? Share this post Link to post Share on other sites
whiztler 137 Posted September 9, 2020 On 9/7/2020 at 2:25 PM, comradeguy said: Hello. Is is possible to make friendly AI stay cache even if player is nearby? You want them to remain cached forever? Why just not delete them? Share this post Link to post Share on other sites
comradeguy 10 Posted September 16, 2020 On 9/9/2020 at 3:55 PM, whiztler said: You want them to remain cached forever? Why just not delete them? No. I want them unchache only if they engage hostile AI Share this post Link to post Share on other sites
whiztler 137 Posted September 16, 2020 13 hours ago, comradeguy said: No. I want them unchache only if they engage hostile AI How can they engage anything while they are cached? It seems you're better off with a spawn-on-demand script that spawns AI's when required. ZBE_Cache checks distance from players and caches/uncaches AI's based on pre-defined distance params. Share this post Link to post Share on other sites
comradeguy 10 Posted October 23, 2020 Another issue i found , chached motorized and mechanised groups refuse to move. Also if i try to load seperated infatry group into vehicle (which is part of different group) they won't do it. P.S. sorry for my english. Share this post Link to post Share on other sites