Hello Cheetah,
tell a bit more about the performance of this script?
Every 10 seconds it creates a new object at [0,0,0], setdammaged to 1, deletes the original object, and moves the new object to original position. Note that each previous object is removed via deleteVehicle.
I really have no idea if this is a performance issue or not. I can say that I am working on a complex SP mission with many units, wahypoints and triggers. In this mission this script will run on 3 ammo boxes when they are destroyed. I have seen no performance problem in this limited case.
Would a valley full of 50 burning vehicles lag? It wouldn't surprise me.
I do wonder about the "waitUntil (getDammage _object == 1)" that I have at the beginning of the script. I don't know how CPU intensive waitUntil is. But I can easily change that to a loop that checks every 5 seconds.
Do you have an opinion on "waitUntil"?
Would a fire script (particle array stuff..) be less CPU intensive?
Again I have no idea. My script is very simple, and is intended to be used on only objects that already burn when damaged. The particle array stuff is harder for me to understand right now, so I haven't looked into it.
For fire scripts, I'm waiting for someone to encapsulate the particle array code into a simple multi-use script like General Barron did for OFP (very useful and versatile script, which parameterized fire size, duration, etc.). I see alot of particle array script activity happening on the forums now, but I don't yet see a real clean multi-use script like General Barron's.
This script is not intended to be the ultimate fire script, just a simple solution to a limited problem: "Burn burnable objects longer." I saw an BI forum post working on this same problem, so I posted this script here to help them out, and linked a BI forum post to it.
Now I do have performance issues with the Coup De Grace script I posted...if someone took a glance at that, I would greatly appreciate it!