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ACTIVATE DEACTIVATE rerun Question


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  • ED Team

Hi all,

 

Had a search but could not find the answer

 

I wanted to ask if it is possible to ACTIVATE A UNIT have it perform a task and then DEACTIVATE, but then Be able to activate the same unit again at a later time to run the same scenario ?

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No, deactivate erases a group from existence.

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  • ED Team

Thanks for the reply Speed,

 

I wanted to have scenes running for various airports and farps, but I wanted to take them out to save on process power while they were not being used and reactivate when needed again.

 

I assume its a case of using the AI off and on to get it to work.

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Yeah using AI on / off in combination with AI tasks might work for you.

 

(AI tasks can be reused without limit.)

 

I often use AI on/off attached to a proximity zone trigger to activate 'fluff' to make missions look busy for the player. Player leaves.. fluff stops, player returns 'fluff' starts again.

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You can also use Hold!!!

You have only to add it into AI TASK (You can find it in *TRIGGERED ACTIONS* Unit/Group Menu the Button at the Right of Waypoints)

 

So as an Example for a Blue ConvoyX

 

Once!!!>>PART OF GROUP IN ZONE: City>>>AI TASK: HOLD GroupX

++for Deactivation

 

For Activation

Once!!!>>ALL OF COALITION OUT OF ZONE: City :Coalition RED >>>

 

GROUP RESUME:ConvoyX

 

!!!Units and Group on HOLD can Fire Back and Protect themself. Units and Groups on AI OFF will not.!!!!


Edited by Isegrim

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  • ED Team

Thanks for the ideas guys,

 

It would be nice to be able to reactivate deactivated units, this would save a lot of process power for the server host on large mission's

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Hold and AI Off will do similar things, the only difference is with Hold the AI are still "alive" and capable of engaging threats. I have not tested the use of either on a massive scale to see if there is any performance impact from using one over the other. I would guess though that AI Off helps a little bit more than Hold... but not by much.

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FYI:

 

On a quick test i did some months ago.. if a unit's AI was off before it was detected, the unit would not be attacked. If the unit was detected and then its AI was turned off it was attacked.

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MadTommy, I really like your idea of 'fluff', it is very close to the principle of the 'bubble' in good ol F4, and it was there for the same CPU saving reason!.

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