In a rare opportunity to do some editing for a change I returned to a dynamic base population and patrol script I started a couple of years back, and it's working pretty well. The only real issue is the slight pause the engine makes when creating the loons. I've discovered that the pause is more or less the same when creating a single loon as it is for creating 22 at once. There are no initialisation scripts running for any of these spawned loons, it's just the basic vanilla
"loon_type" createunit [_pos, _group] - nothing special.
The question is: would incorporating the spawning of these loons into a function rather than leaving it in the sqs script make any difference to that pause? If I understand functions correctly, since they're pre-processed they work faster - is that even a correct assumption? Has anyone dealt with this before?
I had a look inside MFCTI, since the auto-generation of troops in that is fairly pause-free: it's all sqs though.
I would go ahead and try it, but if someone has already tested this method and it doesn't affect the pause it's going to be a wasted effort and in that case I'd rather not spend more time on it.