=IRFC=NakedSquirrel Posted April 3, 2020 Posted April 3, 2020 Is there a way to disable the AI on nonstatic objects? I remember being able to do something similar to this in Rise of Flight, but I might be mistaken. I am asking because there are a lot of objects/artillery that do not have a "static object" version. I would like to intermix static and regular objects into my mission to make the battlefield look big, but hopefully without overloading the server with too many active AI.
IckyATLAS Posted April 3, 2020 Posted April 3, 2020 Excellent question. I am also very much interested to know if this is possible.
JimTM Posted April 3, 2020 Posted April 3, 2020 47 minutes ago, NakedSquirrel said: Is there a way to disable the AI on nonstatic objects? I remember being able to do something similar to this in Rise of Flight, but I might be mistaken. I am asking because there are a lot of objects/artillery that do not have a "static object" version. I would like to intermix static and regular objects into my mission to make the battlefield look big, but hopefully without overloading the server with too many active AI. See the following in the editor manual: Deactivate or Activate an Object While a Mission is Running (pg. 114). Target Defence Switch (pg. 298) This topic shows you how to activate/deactivate objects based on the presence/absence of objects in an area.You can activate/deactivate objects besides the AA guns and searchlights used in target defences. In this case, the Output Defence Area and Output Stop Defence MCUs would be optional.
IckyATLAS Posted April 5, 2020 Posted April 5, 2020 On 4/4/2020 at 12:08 AM, JimTM said: See the following in the editor manual: Deactivate or Activate an Object While a Mission is Running (pg. 114). Target Defence Switch (pg. 298) This topic shows you how to activate/deactivate objects based on the presence/absence of objects in an area.You can activate/deactivate objects besides the AA guns and searchlights used in target defences. In this case, the Output Defence Area and Output Stop Defence MCUs would be optional. But does this make the deactivated object disappear or does it remain still visible.
Sketch Posted April 5, 2020 Posted April 5, 2020 (edited) Deactivated objects disappear, but you can only deactivate 'vehicle type' entities (planes, boats, artillery, tanks, trucks, etc, etc). Making objects "go away" when not in use is an intermediate skill for the Mission Editor. Hopefully the below groups and video can help you get through the difficulty. Dynamic Groups.zip <-- checkzone groups and more Video Tutorial: Edited April 5, 2020 by [TWB]Sketch 1
IckyATLAS Posted April 5, 2020 Posted April 5, 2020 (edited) The idea was to deactivate still objects so as to lower CPU load, but still have them visually if graphic load is not an issue. In my world I do not deactivate or delete only if it does make sense in the world scenario. In my campaign everything is there as you are free to fly anywhere, and look anywhere through various cameras on the map. Terrible for CPU resources but so it is. Now you can imagine to have things appear in an area only when the plane is approaching that area, but it is not possible to deactivate groups (as far as I know) so everything has to stay. Edited April 5, 2020 by IckyATLAS
Sketch Posted April 5, 2020 Posted April 5, 2020 Hmm... You could have your entities enabled at mission start. Then, let your camera stuff play through so that the player can see all of the entities. Maybe the player can cycle through the cameras for a minute or two, or maybe you have a cinema play out over a few minutes... Once that's done, then you disable all the entities, and the only way the entity can turn on is through my check zone logic I presented before.
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