In general the less player can see the better. This creates some limitations on the mission design and dictates where and how the Dynamic Simulation can be facilitated. Enabled simulation is not currently visualized as it is a default state.īecause system freezes entities beyond some artificially set threshold distance, user needs to make sure those distances are set properly for the specific scenario and the freezing and unfreezing is hidden to player. Color specify the simulation state - dynamic is blue, disabled is red. To allow fast checking of the simulation states a brand new simulation underlay texture was added to every object icon. Non-player units can wake-up only enemy units. Note: Only player units can wake-up all entities. If checked on non-player unit, the unit will wake-up enemy units (on foot and in vehicles). If checked on player, player will wake-up any entity if in it is activation distance. When unchecked dynamically simulated entities will completely ignore presence of the unit and will remain disabled even if unit is in their activation distance.
The option is located in unit's Attributes menu > Object: Special States section.Ĭontrols if the unit can activate dynamically disabled units (default: checked). There is also an advanced setting that controls if unit can activate (wake-up) dynamically disabled entities. If dynamic simulation is enabled for the group, dynamic simulation for single entities of the group will be ignored. Because of that Dynamic Simulation settings for units are located in group Attributes menu > Composition: State section. 'Dynamic Simulation' handles units as whole groups, group can have either Dynamic Simulation enabled or disabled, no partial state where some units have it enabled, some don't, is allowed. If checked object will be enabled only if there is a player in the activation distance. When unchecked Dynamic Simulation will not affect the object. Dynamically simulated entities beyond the object view distance will be disabled.ĭynamic Simulation system will not affect an object unless it is flagged to by dynamically simulated see object Attributes menu > Object: Special States section.įlags the object for Dynamic Simulation (default: unchecked). Limits all activation distances to player's object view distance (default: true).
Multiplies the entity activation distance by set value if the entity is moving (default: 2x). Modifiers to above mentioned Activation Distances. Their activation distance should be larger than the one used for Props. Separated from Props as Empty Vehicles have often more complex damage states and selective destruction.
Static objects (50m) anything from a small tin can to a building.Īll vehicles without crew (250m). Set to a reasonable distance, player should not see disabled vehicles. Set to a reasonable distance, player should not see disabled infantry units. If such devices are available, try multiply the ranges for Characters and Manned Vehicles by 2x-3x. Default values set for infantry mission where players do not have large magnitude scopes or binoculars at their disposal. Distance is approximate, slider snaps to multiples of 50m. Good for testing.ĭifferent distance values for given entity types. When unchecked Dynamic Simulation will shut down. The global Dynamic Simulation system settings are located in EDEN > Attributes > Performance > Dynamic Simulation section. The Dynamic Simulation system settings are divided into 2 areas - global 'system' settings that define the rules and behaviour of the system - mainly the activation distances for different types of entities - and local object / group settings that tell the system if the object / group should use the Dynamic Simulation or not. Flagging such object for Dynamic Simulation can be done either manually by ticking a checkbox in object or group attributes directly in EDEN editor or by script during the mission runtime. No backward compatibility with other older systems like the scripted Sites or FPS Manager.ĭynamic Simulation is active by default, but it affects only objects that are flagged to use Dynamic Simulation, which are none, by default.No support for moving entities entities will stop moving when disabled.No line of sight detection designer needs to make sure player cannot see transition between enabled/disabled states.Silent background operation no lag spikes or FPS drops.Can be selectively applied to entities and groups.This is achieved by selectively simulating only what is needed. Its goal is to allow mission designers to increase the number of objects and AI units that can be present in the mission without destroying game performance. 2.4 Advanced settings - wake-up abilityĭynamic Simulation is a feature that extends the possibilities to define and control object simulation.