disableRemoteSensors

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-wrong parameter ("arma3dev") defined!-[[:Category:Introduced with arma3dev version 1.52|1.52]]
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Description

Description:
Disable raycasts for remote entities in a group that doesn't have any local entities.

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

[[Category:Introduced with arma3dev version 1.52]][[ Category: arma3dev: New Scripting Commands | DISABLEREMOTESENSORS]][[ Category: arma3dev: Scripting Commands | DISABLEREMOTESENSORS]]

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