GEORGE FLOROS GR 4207 Posted February 17, 2019 Hello there to Everyone , i'm trying to create a dynamic Simulation scrpt , but to be honest , i don't know really if the current is working or not ! I 'm not also sure about dynamicSimulationSystem generally , because i haven't seen this working on another script either ! My try below for everyone : - deleted any help will be much appreciated ! Thank you very much !!! _______________________________________________________________________________________________________________ the solution : On 2/24/2019 at 11:37 PM, GEORGE FLOROS GR said: first add: enableDynamicSimulationSystem true; then add a line for the spawned groups , _Group enableDynamicSimulation true; and also Demellion has add this : https://community.bistudio.com/wiki/setDynamicSimulationDistance [] spawn { while {true} do { if (cameraView isEqualTo "GUNNER") then { "Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog)); // Scoped } else { "Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)); // Not scoped }; uiSleep 0.25; }; }; 10 hours ago, GEORGE FLOROS GR said: Bellow a simple full example : _Pos = [] call BIS_fnc_randomPos; _Group = createGroup east; for "_x" from 0 to (2 + random 10) do { _Unit = _Group createunit [selectrandom "O_G_Soldier_F",_Pos,[],0,"None"]; [_Unit] JoinSilent _Group; (leader _Group) setSkill 0.75 + random 0.25; _Unit setSkill 0.50 + random 0.50; }; [_Group,_Pos,250 + random 150] call BIS_fnc_taskPatrol; _Group enableDynamicSimulation true; 2 Share this post Link to post Share on other sites
dave_beastttt 135 Posted February 17, 2019 hideObjectGlobal can only be run from server, not on client https://community.bistudio.com/wiki/hideObjectGlobal 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 17, 2019 Thank you very much dave_beastttt for the info ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 17, 2019 I 'm starting thinking as reading , that i may have messed , what it is about the : https://community.bistudio.com/wiki/enableSimulation and the https://community.bistudio.com/wiki/enableDynamicSimulationSystem What i would like to do : is to create a freeze script , in a certain distance for units and once freezed then to hide them as well and the same about the objects . Thanks ! - I will add this in a quote up. 1 Share this post Link to post Share on other sites
nomadd 66 Posted February 17, 2019 I havent looked to much at enablesimulation or enabledynamicsimulation. I think you may want some way to filter things. Maybe filter it by side. If you are playing bluefor and finish a task(s). Then call for an evac helo and it is over 2000 meters away. Will the helo be able to "wake up" or will it stay dormant and hidden. Same with any type of support on the map. If the support is greater than the distance. Maybe a variable to exclude certain units. I maybe wrong in my assumption , I am just not that familiar with those BIS commands Edit: Thought of one other thing. If a unit is mission specific and has commands in its init or is used in a .sqf. Will enabling or disabling it mess up the scripting for said unit. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 17, 2019 Thanks nomadd ! Generally , it's all about performance , when spawning large numbers of units and items. I have thought so far some alternatives for this code , so i need to test some stuff ! By the way any similar script available out there ?! Share this post Link to post Share on other sites
gaverio 100 Posted February 18, 2019 If I'm understanding this correctly: If not, disregard. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 18, 2019 Thank you very much gaverio ! I have already see this , played and check as well , from the old time that came out , but generally i'm trying for something easier and different , plus the ai are not freezing actually in this script ( as i have understand so far , only hide ) Thanks again though!! Share this post Link to post Share on other sites
baton1990 30 Posted February 20, 2019 Looking forward to try it, thanks. I think it help a lot with fps boost 🙂 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 20, 2019 14 minutes ago, baton1990 said: Looking forward to try it, thanks. I think it help a lot with fps boost 🙂 Thanks batton but , this is not a complete script and also it is what i tried so far and just wanted to share my thoughts with everyone. I don't know and haven't understand either if the code posted above is working ! I have read more know and i have think a little bit on how to , so once i 'll have time i check about this ! Share this post Link to post Share on other sites
baton1990 30 Posted February 20, 2019 Ok, thanks. 1 Share this post Link to post Share on other sites
Vandeanson 1677 Posted February 20, 2019 (edited) Hola george, I can send you my solution. It allows you to add dynamic simulation to structures and groups, and calculates the distance setting based on your view distance setting - fog level + scoped weapon view. Maybe you find bits and pieces that are helpful for you too:) Ps: i use it for vandeanson's apocalypse mod, to save fps, makes quite a difference! Edited February 20, 2019 by Vandeanson 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 20, 2019 24 minutes ago, Vandeanson said: Hola george, I can send you my solution. Sure Vandeanson ! Thanks a lot ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2019 On 2/20/2019 at 8:44 AM, baton1990 said: Looking forward to try it, thanks. I think it help a lot with fps boost 🙂 Basically , i didn't know , because i never actually use the editor Dynamic Simulation 2593 Units 2018-09-12 ArmA 3 Thanks anyway everyone ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2019 # I will though try to create a script about. https://community.bistudio.com/wiki/Arma_3_Dynamic_Simulation#Advanced_settings_-_wake-up_ability Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 24, 2019 So by reading it , https://community.bistudio.com/wiki/enableDynamicSimulationSystem all there was is to add a line for the spawned groups , _Group enableDynamicSimulation true; and also Demellion has add this : https://community.bistudio.com/wiki/setDynamicSimulationDistance [] spawn { while {true} do { if (cameraView isEqualTo "GUNNER") then { "Group" setDynamicSimulationDistance (viewDistance - (viewDistance * fog)); // Scoped } else { "Group" setDynamicSimulationDistance ((viewDistance * 0.8) - (viewDistance * fog)); // Not scoped }; uiSleep 0.25; }; }; so Thats all ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 25, 2019 21 hours ago, GEORGE FLOROS GR said: all there was is to add a line for the spawned groups , _Group enableDynamicSimulation true; Bellow a simple full example : _Pos = [] call BIS_fnc_randomPos; _Group = createGroup east; for "_x" from 0 to (2 + random 10) do { _Unit = _Group createunit [selectrandom "O_G_Soldier_F",_Pos,[],0,"None"]; [_Unit] JoinSilent _Group; (leader _Group) setSkill 0.75 + random 0.25; _Unit setSkill 0.50 + random 0.50; }; [_Group,_Pos,250 + random 150] call BIS_fnc_taskPatrol; _Group enableDynamicSimulation true; Share this post Link to post Share on other sites
Jnr4817 215 Posted February 25, 2019 When would and should and how is this to be used? Have you found any benefit in real time, better fps, etc? Thanks 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 26, 2019 5 hours ago, Jnr4817 said: When would and should and how is this to be used? Have you found any benefit in real time, better fps, etc? Hello there Jnr4817 ! In the video you can see what Dynamic Simulation is about : On 2/24/2019 at 12:03 PM, GEORGE FLOROS GR said: Dynamic Simulation 2593 Units 2018-09-12 ArmA 3 and you can add it from the editor or else if you spawn your units with a script , to follow the examples above . There is a great difference with the FPS. Share this post Link to post Share on other sites
Larrow 2822 Posted February 26, 2019 7 hours ago, Jnr4817 said: When would and should and how is this to be used? DynamicSimulation gives you all the details and how to profile performance with the built in diagnostic tools. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 26, 2019 1 hour ago, Larrow said: DynamicSimulation gives you all the details and how to profile performance with the built in diagnostic tools. when i started the topic , I was hoping on set Dynamic Simulation dynamic , but as i noticed , it's not possible to do this with a "spawn while true code". Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 26, 2019 Or am i missing something ?! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted May 9, 2019 So this is what i really wanted to achieve when i opened the thread : 1 hour ago, GEORGE FLOROS GR said: this will hide everything far from player. Can you test this and tell me , because my laptop is too slow in order to understand if is better or not. #it might be too much objects to handle , but still if it's fine then you might filter something. GF_distance = 1000; GF_enablesimulation = true; GF_hideobject = true; // https://community.bistudio.com/wiki/nearestTerrainObjects // https://community.bistudio.com/wiki/nearestObjects // add here for certain , or leave the array empty for everything GF_Filter = []; []spawn{ while {true} do{ if (isMultiplayer)then{ waituntil{uisleep 3; _centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); _array = nearestObjects [_centerPosition, GF_Filter,worldsize]; _allPlayers = []; {if (isPlayer _x) then{_allPlayers pushBack _x;};}forEach playableUnits; { _object = _x; if({_x distance _object > GF_distance}count _allPlayers > 0)then{ if(GF_enablesimulation)then{_x enableSimulationGlobal false}; if(GF_hideobject)then{_x hideobjectGlobal true}; hint "Far"; }else{ if(GF_enablesimulation)then{_x enableSimulationGlobal true}; if(GF_hideobject)then{_x hideobjectGlobal false}; hint "Close"; }; }forEach _array; }; }else{ waituntil{uisleep 3; _centerPosition = getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition"); _array = nearestObjects [_centerPosition, GF_Filter,worldsize]; { _object = _x; if((_object distance player) > GF_distance)then{ if(GF_enablesimulation)then{_x enablesimulation false}; if(GF_hideobject)then{_x hideobject true}; hint "Far"; }else{ if(GF_enablesimulation)then{_x enablesimulation true}; if(GF_hideobject)then{_x hideobject false}; hint "Close"; }; }forEach _array; }; }; }; }; 4 Share this post Link to post Share on other sites