Author: wolffy.au
Author Website: http://creobellum.org/

Requirements: No addons required

Version: 2.3

Short description: This mission is to demonstrate the use of AI unit caching when not within player or enemy range.

Date: 2011-01-15 10:46


Comments: (3)
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4-mptest1c.jpg 4-mptest2c.jpg

cB AI Unit Caching Demo

by
Wolffy.au


Description:
This mission is to demonstrate the use of AI unit caching when not within player or enemy range. The caching script works by reducing squads when they are outside a specified distance from the players, so that entire squads will reduce to a single unit to save on CPU when they are not near the player. The option to disable caching for particular groups is also available.

# Will cache all groups at the start of the mission
# Will cache dynamically created groups during the mission
# Handles multiple sides
# Will trigger squads of different sides when within range
# Will ignore group if object variable set
# Will ignore triggering by ambient civilians


Usage:
Put the following in your INIT.SQF file:
0 = [1000] execVM "modules\CEP_Caching\main.sqf";
Where the parameter is the trigger radius where the units will reassemble.


Developer notes:
Here is a list of nifty components to be found in this mission.
CEP Unit Caching by Myke
- This code is originally from Myke's ARMA I Coop Essentials Pack. I have heavily modified it and it now supports vehicle units and dynamic group creation.


Credits and Thanks:
CEP Unit Caching by Myke
RMM_Reducer by Rommel


Changelog:
v2.3
- Changed from SQF to FSM
- Removed initial 30 sec delay
- Added statistics to report log
- Wait 30s or 10% AI increase to refresh cache

v2.2
- Added: Ensure playable groups are not included in caching
- Changed: Increased default caching delay from 30s to 120s
- Changed: Updated Teleport script
- Changed: cachingDisabled test group disabled by default

v2.1
- Added group setVariable ["crB_disableCache", true]; to disable caching on groups

v2.0
- Added Completely restructed the init component to automatically add all groups and new ones as they are dynamically created
- Changed Trigger distance is now a centralised parameter
- Changed trigger activation code as inspired by RMM_Reducer
- Changed groups from all sides can be cached
- Changed groups will trigger when approached by groups from different sides or playable units

v1.3
- Added CEP Unit Caching and radio functions to demonstrate their use.


Forum topics:
- Armaholic forums
- BI forums




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