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  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

点击图片可看到更多讯息

开始使用于

游戏:
Arma 2
版本:
1.00

描述

描述:
Enable / disable simulation for given entity.

基本句法

句法:
entity enableSimulation state
参数:
entity: Object

state: Boolean
返回值:
Nothing

范例

范例1:
player enableSimulation false;

额外资讯

多人游戏:
This command only works locally and must be run on all machines to have global affect.
也可以看看:

enableSimulationGlobalsimulationEnabled

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Posted on 15 July, 2009 - 00:16 (CEST)
Lou Montana

  • enableSimulation will "freeze" the unit, including animations, eye blinking, etc ; you cannot switchMove or playMove.
  • the unit can still take damages and report status and enemies by radio.


Posted on 19 July, 2011
Krause
Nou/Jaynus have discovered something quite important about the Arma2 engine:

Orient yourself to the enableSimulation command in ARMA 2:

If simulation is disabled on objects (this enablesimulation false), they do not send updates across the network, drastically reducing traffic across the network by an order of magnitude. What this means in practicality is that it is possible to have huge mission maker created cities with no or negligible impact on mission performance. Mission placed objects is the most common cause of performance woes - so this is huge news, and was previously undocumented, both on the BIS wiki and elsewhere.

There are some quirks.

While an object which has enableSimulation false set on it will take damage, it will not display any animations or damage states until enableSimulation is enabled back onto it. If you want to disable simulation on a unit and then show it as dieing once it is hit or damaged, add an eventhandler onto it which enables simulation on the object when it is hit or killed. Hit handler for best visual, killed handler for best performance.

This discovery will be the basis of a new unit caching script by Jaynus.

This also has importance in a technical sense: bandwith is the most significant factor in mission performance. The lower the server bandwith, the better the performance.


Posted on 9 Sept, 2011
Rocket
Objects with disabled simulation are not calculated for lightsources beyond the global light (moon/sun), so any light sources you create will not light them.


Posted on 12 Nov, 2011
HomerJohnston
Contrary to Krause's suggestions above, using "this enableSimulation False" on static objects has no effect on a dedicated server's bandwidth usage or FPS (as per current 1.59 Release version).

Posted on 8 May, 2012
Krause
re: Homer.

Yep. That's because this functionality is now part of the basic arma netcode. Pretty nice :)


Bottom Section

Posted on October 3, 2014 - 21:45 (UTC)
DreadedEntity
Units with disabled simulation will not be affected by gravity.

Posted on October 21, 2014 - 15:33 (UTC)
Killzone Kid
Units that have been previously subjected to enableSimulation false; or enableSimulationGlobal false; may stay unrecognised for a long time even after simulation was re-enabled, returning objNull as cursorTarget. Force revealing units with reveal command usually solves the problem. For example: {player reveal _x} forEach allUnits;

Posted on May 23, 2015 - 16:28 (UTC)
Waffle SS.
After using enableSimulation false or enableSimulationGlobal false on an object, setPos will still update its position across the network in MP.

Posted on December 2, 2015 - 18:55 (UTC)
Pierre MGI
After using enableSimulation false or enableSimulationGlobal false on a vehicle (car, helo), don't forget to re-enable simulation on this vehicle before a player jumps into it. Otherwise, he will be stick in it, with a black screen and no way to escape!

Posted on February 5, 2016 - 22:17 (UTC)
Pierre MGI
cursorTarget returns a <null_object> for objects with disabled simulation. But you can find them with other commands such nearEntities.

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