All my scenario's custom AmbientPatrolSpawnpoints are not spawning in because of the AI limit in AIWorld.
It seems to be counting the entities that spawn the AI when a player is near as actual active AI.
Shouldn't it only be counting actual spawned in active AI for this limit?
Description
Details
- Severity
- Block
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Operating System Version
- 22H2
- Category
- General
Load my scenario with a huge amount of AmbientPatrolSpawnpoints. (https://reforger.armaplatform.com/workshop/5E990AC4614243FF-ConflictPVERemixedVanilla)
Notice not all of them are spawning in even when the limit in AIWorld is maxed out.
Suggested fixes:
- only count actual spawned in active AI in the limits in AIWorld.
- increase the maximum limits in AIWorld to reflect this new method of spawning in AI.
Event Timeline
I was able to override the aiLimit by using
aiWorld.SetAILimit(5000);
in both, SCR_DefenderSpawnerComponent.HandleGroup() and SCR_SpawnerAIGroupManagerComponent.OnAgentsUpdated()
There is also a noticeable performance drop using the current method for spawning AI on a full 32 player server. The old method worked much better IMHO.
Any tips on how to mod it back to the old method?
Update: I made and have been using this mod to simulate the old method of spawning in the AmbientPatrolSpawnpoint entities only when players are near.
https://reforger.armaplatform.com/workshop/60E020457A6E2EBC-AILimitFix