Profiled groups removed by Active Limiter

  1. 9 years ago
    Edited 9 years ago by BlackAlpha

    So, when there are a bunch of profiled groups around players and you hit the Active Limiter limit, the additional groups disappear from the map. What happens to them? Do they get killed off (reinforcements number goes down and they need to wait for the next transport wave to come in)? Do they come back straight away from somewhere? Or do they get teleported somewhere?

  2. I believe they are just forced to being profiled until there is a low enough spawned in group count for them to be able to spawn in.

  3. Edited 9 years ago by BlackAlpha

    I'm pretty sure it's not that because if I kill off the active AI, no new AI get spawned in. If you also look on the map while having profile debug enabled, you'll see the profiled group simply disappear completely.

  4. Edited 9 years ago by SpyderBlack723

    I'll test myself here in a few minutes.

    Edit: tested and I see what you mean. Doesn't seem they are teleported anywhere.

  5. They should be added back to the force pool... at least that was my suggestion at the time not sure if it got implemented.

  6. But when do they come back? Do you need a mil logistics module for them to come back using the respawn system?

  7. Sorry... yes you will need logistics setup for them to come back (assuming that is what happens.. I don't know 100% if that is the case)... I'll see if I can get a clearer answer.

  8. Edited 9 years ago by SpyderBlack723

    edit: savage beat me ^^

  9. ^ with a stick no less

  10. Edited 9 years ago by Biggums

    This happened to me when i made a Asymetric MSO on altis, all the profiles dissapeared and since there is no military logistics for aysmetric commander and no profiles the commander can't resupply his forces even if he recruits units with the HQ any new profiles dissapear

    only units left on the map are the units spawned with the CQB module :(

  11. Friznit

    4 Jun 2015 Administrator

    The active limiter doesn't delete any profiles. It moves them out of spawn range into the next placement cluster where OPCOM will take over and start to simulate them back in.

    Active Limiter is a pretty clunky way of capping the number of groups and you shouldn't rely on it for controlling mission performance. If you find you're needing to use it a lot, then consider instead reducing the number of groups placed and/or spawn ranges so you never have more than ~100 AI spawned at once (approx 10 groups)

 

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