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Why are landmines weird on Zeus (no editable)?

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Olá!


For some reason, I can't see any landmine as editable on Zeus:

_mine = createMine [_mineType, _mfPos, [], _mfRadius];  // https://community.bistudio.com/wiki/createMine

if ( debug_monitor ) then { 
  { _x addCuratorEditableObjects [[_mine], true] } forEach allCurators;  // <----------------------
};

Even if I change [_mine] for allMines it doesn't work. But if I use (for a test) allUnits, all units run editable on Zeus as expected.

 

What's the difference between other objects and landmines for Zeus?

 

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By the way...

 

Screenshot-1.jpg

 

After including 5,000 landmines far-far-away from the player (like 3 km / 2 miles), the FPS is still dropping as h*ll. It will be interesting if DynamicSimulation would works with my insane amount of mines. 

 

_mine = createMine [_mineType, _mfPos, [], _mfRadius];  // https://community.bistudio.com/wiki/createMine

_mine enableDynamicSimulation true;  // https://community.bistudio.com/wiki/enableDynamicSimulation

if ( isDedicated ) then {
	_mine enableSimulationGlobal true;  // https://community.bistudio.com/wiki/enableSimulationGlobal
  
} else {
	_mine enableSimulation true;  // https://community.bistudio.com/wiki/enableSimulation
  
};

 

Probably I'm missing something...

 

 

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No one? Some clue?

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