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Author Topic: Guerilla Warfare  (Read 2342 times)

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Offline Spinor

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Re:Guerilla Warfare
« Reply #15 on: 19 Apr 2003, 17:57:46 »
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What i don't understand is that it runs fine at first, but gets slower and slower as time goes on, i thought it would be fine as units die there is less demand on CPU but no
This sounds like some bug in the scripting. Once, I had something similar and it turned out that a repetitively called script did not properly terminate and as time went on, more and more instances were running.
BTW, how many groups/units do you have onmap? Like OFP itself, CE2 scales with the number of groups. If you like, you can also reduce the CE2 workload a bit. Take a look at "globalloop.sqs", which is actually the only looping script in the CE2 and from which all the other stuff is called. In the loop, there are waiting commands:
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~1To reduce the frequency, make the waiting times larger, say, 1.5 or 2 seconds. After that, the CE2 is maybe a little less responsive (e.g. when issuing a movement command it may take a little longer until they start moving), but should work fine.

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I must admit i've written the code 'fully expanded', ie; i use 'if ... then' instead of '? :' and suchlike, which must slow it as it's all interpreted ... gee i dunno !
This should not make much of a difference, I wouldnÂ't worry about that.

LAGUnknownSoldier

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Re:Guerilla Warfare
« Reply #16 on: 20 Apr 2003, 05:04:17 »
tell me a simple script so that the soldiers can get hit and not die . or make it so that the soldiers have to be hit ten times (body armor?)

Kinnon

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Re:Guerilla Warfare
« Reply #17 on: 21 Apr 2003, 16:25:15 »
This isn't the right thread for that, but LustyPooh or someone did one, if you search the OFPEC archives i'm sure you'll find one.