EXPBG GM Optimizer

by M.Pac
EXPBG GM Optimizer

Summary

AI caching and managed cleanup for live Game Master. Simulation retains equipment; Full respawns surviving prefab defaults. 0.1.14 fixes active missing-member holds.

Description

# EXPBG GM Optimizer

Authors: M.Pac and K.Edgar · Version 0.1.14

0.1.14 fixes active groups remaining blocked after a tracked AI disappears without a recorded death. Stable native roster checks retire the absent member without respawning it; retained cache snapshots and protected ownership remain guarded. The fix passed 62 targeted native assertions and adds no per-frame checks or timers. Known issue: an AI fire-mode operation paused at automatic far LOD can keep its group awake. A proposed guard relaxation is not included because safe wake-up was not fully verified.

Place EXPBG AI Cache Zone from Systems in live Game Master to manage distant AI. New modules start Off: configure the module, enable caching, then Save and close. Each placement has independent mode, activation, distance and cleanup settings.

- Simulation hides and suspends the original AI, retaining their equipment, ammunition and stable wounds.
- Full removes living AI and recreates only the survivors from their individual original prefabs at the recorded positions. Default equipment, ammunition and health are restored; custom loadouts are not preserved.
- The existing group and its waypoints remain. If five of eight soldiers die, only the three survivors return. Caching never refills casualties.
- Whole Zone protects the module's managed groups together. Per Group evaluates each group separately. Wake and sleep radii follow the chosen strategy, with height protection measured from the units, including rooftop units.

Living player characters activate AI; free GM cameras do not. Players must clear the relevant protection areas and safety delays before recaching. Stable nonbleeding wounds alone do not permanently block caching; actual combat, new damage and bleeding restart the combat safety cooldown. Eligible existing AI, new placements and supported civilians can enroll, including eligible existing AI after a compatible native load.

Current and previously player-controlled units remain excluded. Car/helicopter passengers, drivers, pilots and vehicle gunners protect their group. No vehicles are serialized. Supported fixed static MG/turret occupants can cache while their gun and ammunition remain in the world. Full restores the gunner to the original available seat; if the gun or seat is unavailable, an eligible surviving AI already on foot stays on foot. It does not recreate the gun, take another occupant's seat or force an externally controlled character to move.

Optional cleanup targets the module's tracked AI casualties and eligible original equipment after the whole group dies, minimum corpse age passes and players remain clear for the configured delay. Player bodies, player-taken or unknown gear, unrelated objects, vehicles and wreckage are excluded. Protected contents can prevent corpse cleanup. Each module controls its own cleanup policy.

Map and 3D overlays are available to logged-in server administrators with full GM open. New modules default to All radii. Cache-module-only selections omit unrelated global weather/DriveBy attributes.

Enable Debug testing in any module for one combined panel visible to every player. It shows awake/cached/pending/recovery groups, survivors, casualties, cleaned bodies, server FPS and each client's available metrics. Turn debug Off in every module to hide it. Engine allocation readings are not total process RAM; the panel does not measure OS CPU/GPU utilization or bandwidth.

Before any CDF export or native mission save, choose Restore all AI and pause caching under Before saving mission in one module, then Save and close, and wait for restoration and recovery to finish. This prepares every module. Full snapshots are session-only. CDF exports are not automatically blocked by the native save hold.

For CDF, enable saveAttributes to retain module settings and waypoint cycling intent; use autoLoadOnStart if startup loading is wanted. CDF is installed separately and uses its own files. Compatible prepared saves restore each module's enabled intent: enabled modules resume and recache eligible AI after loading and normal delays, while disabled modules stay off. The preparation action does not replay. Native saving uses the engine's persistence setup; ordinary caching does not require enabled mission persistence or autosave.

Requires only the base game and is designed for live vanilla Game Master. Other addons and dependencies are installed separately. Universal mod compatibility, exhaustive multiplayer/JIP coverage and platform-wide reliability are not certified.

Performance depends on the mission and other addons. The native 96-soldier Full Cache cycle removed all 96 while distant, restored 24 for one town and retained 72 cached (75% of this AI population), then cached all 96 again. These are AI population reductions, not measured FPS or CPU gains. No matched CPU, RAM, client FPS or network saving percentage is claimed.

License

Arma Public License (APL)

Version
0.1.17
Game Version
1.8.0.13
Version size
238.36 KB
Downloads
6
Created
09.09.2026
Last Modified
18.09.2026
ID
F3B7C6FB18AB1F79