Digitalvole Posted October 11, 2022 Share Posted October 11, 2022 I’m making a little training mission where I can spawn one of multiple groups. I have all groups on late activation and was wondering if performance will suffer the more groups I add even if they are only activated one at a time via triggers? In this case the F10 menu. If it does, is there a better way to do it? thanks. Link to comment Share on other sites More sharing options...
Dangerzone Posted October 12, 2022 Share Posted October 12, 2022 (edited) 16 hours ago, Digitalvole said: I’m making a little training mission where I can spawn one of multiple groups. I have all groups on late activation and was wondering if performance will suffer the more groups I add even if they are only activated one at a time via triggers? In this case the F10 menu. If it does, is there a better way to do it? thanks. Yes - I believe late activation units do. This is something I've struggled with for a year, but think I have a viable solution for myself now that might be helpful in your situation: Check out Edited October 12, 2022 by Dangerzone 1 Link to comment Share on other sites More sharing options...
Digitalvole Posted October 12, 2022 Author Share Posted October 12, 2022 7 hours ago, Dangerzone said: Yes - I believe late activation units do. This is something I've struggled with for a year, but think I have a viable solution for myself now that might be helpful in your situation: Check out Thank you Dangerzone. I’ve had a quick look at that thread, looks complicated. I really don’t have the free time to learn scripting, but maybe I can find something that I can add to without too much prior knowledge. I think my best bet is something where I can a random group to spawn in a random zone. Time to get searching. Anyhoo, thanks Link to comment Share on other sites More sharing options...
WinterH Posted October 12, 2022 Share Posted October 12, 2022 In my experience, yes, they do. I am thinking of moving entirely into dynamically script spawned units instead for my future mission building escapedes to see if that improves upon that aspect of things. Now that I look at Dangerzone's post, seems like it did work for them! Wishlist: F-4E Block 53 +, MiG-27K, Su-17M3 or M4, AH-1F or W circa 80s or early 90s, J35 Draken, Kfir C7, Mirage III/V DCS-Dismounts Script Link to comment Share on other sites More sharing options...
Dangerzone Posted October 12, 2022 Share Posted October 12, 2022 13 hours ago, Digitalvole said: Thank you Dangerzone. I’ve had a quick look at that thread, looks complicated. I really don’t have the free time to learn scripting, but maybe I can find something that I can add to without too much prior knowledge. I think my best bet is something where I can a random group to spawn in a random zone. Time to get searching. Anyhoo, thanks With that, almost no scrpting is required. Just run the code, and then call the function in a trigger with the right parameters and it'll do all the work for you. (The idea behind it was to significantly reduce any scripting in order to spawn in units), but use whatever is most convenient for you! Good luck with your mission building. Link to comment Share on other sites More sharing options...
PravusJSB Posted October 15, 2022 Share Posted October 15, 2022 Not really. Unless you have the units constantly appearing in searches and you have to enquire 'alive' thousands of times a minute/second etc. LA units are not there and do not need CPU time until they are active. The only other consideration is .miz file size (which would affect initial load and multiplayer loading for clients), but the data for a unit is small compared to the mission/warehouse data normally. Creator & Developer of XSAF ::An AI model that wants to kill you, and needs no help from humans. Discord: PravusJSB#9484 twitch.tv/pravusjsb https://www.patreon.com/XSAF https://discord.gg/pC9EBe8vWU https://bmc.link/johnsbeaslu Work with me on Fiverr: https://www.fiverr.com/pravusjsb Link to comment Share on other sites More sharing options...
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