johnnyboy 3797 Posted November 14, 2016 I remember when first playing Arma 3 that ambient rabbits were local (i.e., I could see a rabbit that another player could not see). Is it still true that ambient rabbits are local to each client? I want JBOY dogs to attack near rabbits when they detect them, but if ambient rabbits are local, they won't detect them. I can createAgent global rabbits of course, but want to know about locality of ambient rabbits. I may have to detect local ambient rabbits, and replace them with global createAgent rabbits... Please advise. Share this post Link to post Share on other sites
Guest Posted November 14, 2016 Wasn't it changed in the recent updates ? Share this post Link to post Share on other sites
Tajin 349 Posted November 14, 2016 AFAIK they're still local. Share this post Link to post Share on other sites
EO 11277 Posted November 14, 2016 I recall a MP test for the Ravage mod, was back in March/April I think....Cosmic and I were on a dedicated server checking if rabbits were synced for both players, unfortunately they were not.....so unless, as harmdhast says, things have changed, I believe they are still local. Share this post Link to post Share on other sites
inlesco 233 Posted November 14, 2016 You should also ask this in Scripting discussion (dev branch) thread, so the devs can answer: https://forums.bistudio.com/topic/151099-scripting-discussion-dev-branch/page-57 I'm fairly sure they'd gladly help you out on this. Share this post Link to post Share on other sites
killzone_kid 1332 Posted November 14, 2016 Easy to test. Share this post Link to post Share on other sites
TedHo 53 Posted November 14, 2016 They're still local as of 1.64 Share this post Link to post Share on other sites
Guest Posted November 15, 2016 Easy to test.nearestEntities + localBtw, I really thought they announced wildlife would be synced in MP. Am I wrong or do they really plan to do it ? Edit : After thinking twice about it, the fact it is local to each client free the server from the task of managing rabbits for each player on the server as they are spawned dynamicly on each client. So having it sync'd may be a performance killer depending on the number of players. If it is done we should have an option to limit the spawn rates / remove the spawning (NB: this can already be done with enableEnvironment but this command will disable all env. features including ambiant sound, snakes, rabbits and birds) Share this post Link to post Share on other sites
Spatsiba 89 Posted November 21, 2016 They should've just let us keep the Ambient Civilians, Ambient Animals, Ambient vehicles and Ambient Combat modules. This way mission makers would decide what is a performance killer and not do this half assed solution.. All ambience is local only. Share this post Link to post Share on other sites