For sequential stuff like artilary firing, then tanks moving up. best way is to use a script like ::
;create explosion at object named logic1
_temp = "Heat105" camcreate getpos logic1
;wait 4 seconds
~4
_temp = "Heat105" camcreate getpos logic2
~5
_temp = "Heat105" camcreate getpos logic3
~3
_temp = "Heat105" camcreate getpos logic4
~10
; allow tanks to move (Set them to no fuel in editor)
tank1 setfuel 1
tank2 setfuel 2
exit
Or, in your tanks waypoint's condition field, put
tankCanMove
And in the script, use
tankCanMove=true
To allow the tanks to follow their waypoints
As for the slow down, it's part due to the fact OFP is designed on, and aimed to run on 500mhz etc PCs, not todays PCs, and that, again because OFP is quite old, it's not very efficant with lots of units on screen (The more AI units the computer has to work out what their all doing, the slower it gets).
Put the terrain detail to Normal, this has a big improvement on performance (Anything higher than that really badly slows my computer down), object shadows off, the detail sliders, frame rate sliders at about 3/4.
And depending on the time the mission is, object shadows off will improve performance, but at certain times shadows can make missions looks a lot more impressive, so sometimes putting these on (Vehicle shadows and object shadows) is a good idea..
- Ben