Feature #5243

Ambient Life: Animals

Added by Benny about 6 years ago. Updated about 6 years ago.

Status:Closed Start date:10/17/2009
Priority:Normal Due date:
Assignee:Benny % Done:


Target version:Warfare BE 2.041
Affected Version: I am using some Mods:
Affected ArmA II version:Please select... Reproducible for you:


Animal module is added as parameter.


Updated by Xeno about 6 years ago

Animal module doesn't do anything in MP, this is the init line:

init = "if !(isMultiplayer) then {_this execVM '\CA\Modules\Animals\Data\scripts\init.sqf';};";

The isMultiplayer part was added in one patch because otherwise the module spawned animals (herds, groups) per player and didn't delete those animals when a player crashed or left. So lots of animals and lots of lags.

Updated by Benny about 6 years ago

I'm not using the 'module' object from editor, i'm triggering them (animals & alice) from modified scripts.

1 _fsm = [] execFSM "CA\Modules\Animals\data\fsms\Animals_main.fsm"

I'll check about lags. If it lag that bad, i'll just rewrite the whole module for the server.

Updated by Xeno about 6 years ago

It still uses the player object to spawn animals, so not a good idea to use it.

The animal module or FSMs are not made to used in MP, sadly. Like many other modules :(

Updated by Benny about 6 years ago

I'll rewrite it for server purpose in next version, i'll post it around when it's done.

We are currently using ALICE with 32 players (alice is triggered only on server), so far so good, no lags.
ALICE module is working neat if you tweak the main.sqf

Using the same spawn system as ALICE is the way ihmo.

Also available in: Atom PDF