Oh, I just have to.... ;D
A single unit is a group...
That's why you can't have more than 62 (or was it 64
) single units on one side... But, you can have 62 12 men groups on one side...
Gamelogic inherits from the vehicle classes like all vehicles in OFP (houses, men, etc...) but what makes it different is that it uses no model and simulation="invisible"...
So it will most likely add a bit more lag than markers which are not based on the vehicle classes...
class Groups
{
class Item1
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={10074.839844,26.730000,3886.240479};
id=1;
side="LOGIC";
vehicle="Logic";
leader=1;
skill=0.600000;
text="gl";
};
};
};
};
class Markers
{
items=1;
class Item0
{
position[]={10014.039063,26.730000,3908.639893};
name="markkr";
type="Flag";
};
};
So based on those exerpts a group adds at least twice as much information than a marker so based on that the game logic could add lag...
Grouping a unit into a marker gives this addition to the units definitions:
markers[]=
{
"markkr"
};
And the more the markers you group into the more markernames are in that
markers array...
So what OFP engine most likely does is to calculate a random index from the amount of elements in that array and pick one for a position for the unit to be created upon mission initalisation...