disableRemoteSensors: Difference between revisions

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Disable raycasts for remote entities in a group that doesn't have any local entities.
This command will halt raycasting calculations (on the local machine only) for all groups which don't contain ''any'' local entities. If a group contains a single local entity then calculations will still be performed for the entire group.
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These raycasts are used to determine what other entities an entity can see, and they take a lot of CPU time. This is of course a bit of a trick, because rather than a true optimization, it disables part of the simulation. However, there are certainly types of scenarios where these raycasts are not needed. An example is a fully Player-versus-Player scenario, where the visibility between every combination of player entity is not needed. So why not disable this by default? There are cases where you do require these raycasts, for example in stealth scenarios. Without them, commands like [[knowsAbout]], [[nearTargets]] and [[targetKnowledge]] will only function for local units! The commands themselves are local, can be used on servers and clients, and the state is reset when the scenario ends. So, carefully consider whether your scenario can benefit from this method. |= Description
These raycasts are used to determine what other entities an entity can see, and they take a lot of CPU time. This is of course a bit of a trick, because rather than a true optimization, it disables part of the simulation. However, there are certainly types of scenarios where these raycasts are not needed. An example is a fully Player-versus-Player scenario, where the visibility between every combination of player entity is not needed. So why not disable this by default? There are cases where you do require these raycasts, for example in stealth scenarios. Without them, commands like [[knowsAbout]], [[nearTargets]] and [[targetKnowledge]] will only function for local units! The commands themselves are local, can be used on servers and clients, and the state is reset when the scenario ends. So, carefully consider whether your scenario can benefit from this method. |= Description

Revision as of 01:16, 2 October 2015

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Description

Description:
This command will halt raycasting calculations (on the local machine only) for all groups which don't contain any local entities. If a group contains a single local entity then calculations will still be performed for the entire group.

These raycasts are used to determine what other entities an entity can see, and they take a lot of CPU time. This is of course a bit of a trick, because rather than a true optimization, it disables part of the simulation. However, there are certainly types of scenarios where these raycasts are not needed. An example is a fully Player-versus-Player scenario, where the visibility between every combination of player entity is not needed. So why not disable this by default? There are cases where you do require these raycasts, for example in stealth scenarios. Without them, commands like knowsAbout, nearTargets and targetKnowledge will only function for local units! The commands themselves are local, can be used on servers and clients, and the state is reset when the scenario ends. So, carefully consider whether your scenario can benefit from this method.
Multiplayer:
-
Groups:
Uncategorised

Syntax

Syntax:
disableRemoteSensors state
Parameters:
state: Bool
Return Value:
Nothing

Examples

Example 1:
disableRemoteSensors false;

Additional Information

See also:
getRemoteSensorsDisabled

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

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