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AI/unit cache module
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Description

In ArmA 2 we had a very nice and useful script that would cache AI units beyond a certain pre-defined range to increase performance.

http://www.armaholic.com/page.php?id=10102&highlight=CACHE

That script was not perfect and did have some issues, but it would be very nice to have something like this as a module in the editor. Specially with heavy loaded missions with a lot of AI on different locations it can help to reduce the stress the AI is causing.

For the ones that don´t know the script I am talking about, it basically un-renders all AI units in a group except the group leader from a certain distance of the player.

I have used it in ArmA2 in missions and it definitely made a difference.

Just throwing the ball up!

Details

Legacy ID
1284677891
Severity
None
Resolution
Open
Reproducibility
N/A
Category
Feature Request

Event Timeline

B00tsy edited Steps To Reproduce. (Show Details)Aug 21 2013, 10:55 AM
B00tsy edited Additional Information. (Show Details)
B00tsy set Category to Feature Request.
B00tsy set Reproducibility to N/A.
B00tsy set Severity to None.
B00tsy set Resolution to Open.
B00tsy set Legacy ID to 1284677891.May 7 2016, 4:10 PM
AD2001 added a subscriber: AD2001.May 7 2016, 4:10 PM

This system does something like that (and more):http://www.armaholic.com/page.php?id=20262
/upvoted

B00tsy added a subscriber: B00tsy.May 7 2016, 4:10 PM

Well it has kinda the same result as for performance, but it is different. The scripts I pointed too is for AI groups that are already spawned on the map. I personally do not like to spawn groups in missions, but have them on the map persistently, at least for most missions.. It would be extremely handy if you could simply place a ´cache´ module and sync AI groups to the module and have a slider in the module that lets you set the rendering range, or something like that.

I know that it spawns units during the mission, I was just pointing out one of it's features.

EOS by BangaBob is nice and you get a little better performance (10-15%)compare to cB AI Unit Caching Wolffy from my testing. But EOS does not let you choose what you want and cB lets you, plus is much easier to play with unit mods, EOS gets complicated. What we need is something like EOS that caches all the units (better performace) but lets you choose what you want!

This ticket can actually be closed now that a community member has made a good cache script for arma 3. Can't hurt to have a module for it of course.

Hi, B00tsy. You can close the ticket yourself (see 3 buttons below "Attached files" section)

Hey dark, that option is there indeed, but it is is not usuable without speicial rights on this website. I get access denied when I try to change the ticket status.

"Can't hurt to have a module for it of course." there is one now!Have you checked? And caches objects too, like vehicles, chairs, fences...what ever you put on the map! It calls Simulation Manager! Check! And you can change the distance!

Cheers Grillob! If you would not have wrote it here I would not know :) I hardly use modules, because I am used to make missions the old way. Seems to work fine the module, besides that they will not use waypoints if they start in cache, because group leaders are also placed in cache.