Jump to content

Do late activation units effect performance?


Digitalvole

Recommended Posts

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

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 by Dangerzone
  • Thanks 1
Link to comment
Share on other sites

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

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...