if you want to monitor the fps on a client server system then run fraps in the background. The server has its own monitor system
#monitor 1
turned off again by #monitor 0
the number being the refrersh rate in seconds of the monitor
this is a decent way to measure the load that your units scripts etc are creating
anything 10 + should work okay
20fps + is good
30+ is great
the island chosen for the mission effects this also
the vast majority of missions runs at 15 to 25 fps
you will start to see noticeble lag below 10
hope that helps
NB>>>> My reference to triggers refreshing at the framerate is incorrect, its as stated above by Artak 0.5 seconds
ASpologies if this was misleading
A good way of reducing triggers a lot, is to have 1 trigger that encompasses the entire mission area
Activation: Anybody
Set to Repeatedly
Condition: this
lets name this trigger "EveryUnit"
Using side queries and distance queries you can then pull just about all the information you will need about units on the map
eg
to create an array consisting of all units for a particular side, you can run a script and use the following line
EastArray = []
{ if (side _x == EAST) then {EastArray = EastArray + [_x]}} forEach list EVERYUNIT
you then have an automatically created array which you can then query or setcommands to each unit
eg adding an event handler
{_x Addeventhandler ["Killed", {_this exec "server\civvykilled.sqs"}]} ForEach EastArray
or used as a distance command to say a mine
{IF (_x distance (MinearrayA select _MineNo) <=15) THEN {_detonate = true}} forEach EastArray
as you can see for one simple trigger you can pull out a lot of data which you can then query and run commands on
i believe if the trigger is set to Activation: Civilian, it will even allow the creation an array of empty vehicles for you
what this basically means is that you can make a template for your missions which requires little user input to fill in player side arrays etc etc and is almost fully automated