AI Limiter
New in 2.0

ORBIT's built-in performance limiter puts far-away squads to sleep body-first: the expensive per-bot cost goes dormant, but ORBIT keeps thinking for them. Sleeping squads keep moving along their routes, so the world stays alive instead of freezing in place.

Do not combine with other AI limiter mods.
Fika: untested. The wake logic tracks every human player, but client-side visuals and sounds have not been validated yet.
Limiter
Ghost fights
Hostile dormant units detect each other at a range scaled by their best optic (up to 400 m, terrain blocks line of sight). Scav-family units never fight each other.
Ghost fight frequency
Scales the contact odds and the cooldown between rematches, never the outcome. In short: frequency = how often the shooting starts, lethality = how many body bags per firefight.

Ghost fight lethality

1.0 x

Default-dormant bot types

These types sleep by default and wake when a player or an awake bot gets close. ORBIT-driven bots keep moving while asleep; vanilla ones freeze in place.

Distances

Sleep and wake use different distances on purpose (hysteresis), so bots at the edge do not flap between states. Aiming through an optic stretches the wake range forward with the scope's magnification (capped by the slider below), so long-range sniping still finds live targets. Designed to also cover Fika clients and headless from their replicated aim state (untested).

Sleep beyond

250 m

Wake within

200 m

Awake-bot wake within

75 m

Scoped wake up to

800 m

Never put to sleep

Squads in combat or targeted by anyone

Squads or members heading to an extract

Bots mid-loot or mid-door-interaction (they finish first)

Corpses: loot always stays visible

Wounded bots (recent HP drop): they stay awake until healed

Sniper scavs (their whole role is long-range overwatch)

The BTR