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zakiechan

Requesting help with optimization, (spawning units with Init)

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Goal of script is to spawn units based on a few random selections (position and classname), then set their behaviour for a MOUT/CQC lane

initToUseOnTargets = {
					_this setUnitPos "UP";
					_this forceSpeed 0;
					_this removeMagazine "SmokeShell";
				 };


for "_i" from 1 to _numberOfEnemiesToSpawn do 
{
_chosenLocation = 	workingAiLocations call BIS_fnc_selectRandom;
sleep 0.2;
_classNameToSpawn = listOfClassnamesThatCanSpawn call BIS_fnc_selectRandom;
sleep 0.2;
_location = _chosenLocation select 0;
_direction = _chosenLocation select 1;

_unitSpawned = (createGroup EAST) createUnit [_classNameToSpawn, _location, [], 0, "NONE"];
_unitSpawned setFormDir _direction;
_unitSpawned setDir _direction;
[_unitSpawned, "initToUseOnTargets", false, false] call BIS_fnc_MP;
sleep 0.2;

_index = workingAiLocations find _chosenLocation;
workingAiLocations set [_index, -1];
workingAiLocations = workingAiLocations - [-1];
};

Despite sleeps, players are still experiencing lag (red chain) during the spawning of units. Especially as number of connected players increase.

I suspect its a BIS_fnc_MP issue, is there a better way to set the remote behaviour of created units?

Any tips regarding optimization are appreciated!

Edited by zakiechan

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I'm not sure about that, because lag is caused by either the server or the player's internet.

Not sure how it can be fixed if there is an issue. (hell, some say the BIS_fnc_earthquake crashes servers :P)

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Where is all this code being executed?

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Where is all this code being executed?

Code is run on server only using "spawn". Above code is used to create roughly 45 enemies (8 possible classnames) from an array of ~ 400 predetermined locations.

Through my experimentation I have isolated the issue to the above codeblock. If possible I'd like to avoid increasing the sleep time to keep an acceptable execution time.

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Sorry for my ambiguity, I mean where is the code being defined and executed in terms of a file/trigger/etc and can you give an example call line as well?

Same question for your predetermined locations array.

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Why do you need to run initToUseOnTargets on every client? You can run it right after you spawn unit on server, or am I missing something?

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Why do you need to run initToUseOnTargets on every client? You can run it right after you spawn unit on server, or am I missing something?

Maybe zackiechan is trying to make it non-local but efficiently to reduce lag from repeated scripts over different machines. :confused:

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@ALL

As far as I know the only way to set the behaviour of the AI post creation is to use bis_fnc_MP, due to setVehicleInit being diabled in multiplayer. If there is a better way please let me know!

The goal of the initial outlined script, is to set the AI in a given position and orientation and keep them from moving (other than rotating) and throwing smoke. This keeps them in predefined danger areas. Live targets are more desirable than popups due to the ability to return fire and punish players that make mistakes (ie not clearing danger areas/ Flowing in a tight stack upon dynamic entry)

The overall execution is slightly convoluted. Add actions are given to players on a sign via publicVariableEventHandler, upon activation a variable is "publicVariableServer" which then fires the appropriate sqf.

This was thrown together using some previous code I had written, ignore extraneous comments (especially in the eventhandlers)

Did a quick listing of the relevant script flow through the mission. During the "add" minimal issues are observed, however another script will function the exact same way except pass "reset", which spawns 15-45 enemies. This can cause a noticeable amount of desync and certain players with higher ping/ weaker internet get disconnected from the server..

CODE::

init.sqf

if(!isServer) then {execVM "MOUT_Training\mout_eventHandlers.sqf";}; //Runs only on clients

//Only the Server runs this
if(isServer) then	{		
				execVM "MOUT_Training\mout_eventHandlers_serverSide.sqf";
				};

initServer.sqf

execVM "MOUT_Training\BBR_mout_missionControl.sqf";

BBR_mout_missionControl.sqf

//Compile scripts
script_mout_spawnSettings = 		compile preprocessFileLineNumbers	"MOUT_Training\mout_spawnSettings.sqf";
script_trainingSpawner = 			compile preprocessFileLineNumbers	"MOUT_Training\trainingSpawner.sqf";
script_teleportToObservation =		compile preprocessFileLineNumbers	"MOUT_Training\teleportToObservation.sqf";
script_observationPlacer =			compile preprocessFileLineNumbers	"MOUT_Training\observationPlacer.sqf";
script_mout_index = 				compile preprocessFileLineNumbers	"MOUT_Training\mout_index.sqf";
script_initializeTeleportSigns =	compile preprocessFileLineNumbers	"MOUT_Training\initializeTeleportSigns.sqf";
script_BBR_objectMapper = 			compile preprocessFileLineNumbers	"MOUT_Training\BBR_objectMapper.sqf";
script_teleportAll = 				compile preprocessFileLineNumbers   "MOUT_Training\teleportAll.sqf";
script_deactivateAllLanes = 		compile preprocessFileLineNumbers   "MOUT_Training\deactivateAllLanes.sqf";
script_signFix = 					compile preprocessFileLineNumbers   "MOUT_Training\signFix.sqf";

////////////////////////////////////////////////////////////////
// Perform initial creation of Mout facility and its functions
///////////////////////////////////////////////////////////////
waitUntil {time >5};

//load settings
[] call script_mout_spawnSettings;
sleep 2;
//spawn objects
[] call script_BBR_objectMapper;
sleep 5;
//spawn observation building
[] call script_observationPlacer;
sleep 2;
//initialize Signs
[] call script_initializeTeleportSigns;

[] spawn script_signFix;

GlobalCutText = [1, "Training mission initialization complete, VAS and Arsenal available at mission site.\n\nTeleport to A using Map Board"];
publicVariable "GlobalCutText";
GlobalHint = "Training mission initialization complete, VAS and Arsenal available at mission site.\n\nTeleport to A using Map Board";
publicVariable "GlobalHint";

MOUT_spawnSettings.sqf

//////////////////////////////////////////////////////////////////////
// ENTER ALL OF THE FOLLOWING
//
//
// **NOTE MUST HAVE ONE OF EACH, PLACED AT ENTRANCES TO MOUT AREA (USED AS TELEPORT SIGN)
//	"Land_InfoStand_V1_F", "Land_InfoStand_V2_F"
//
//////////////////////////////////////////////////////////////////////


listOfPlacesAiShouldSpawn = 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						;				


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corridor_F",1,[0,0,0],248.805,{0},true],[[21561.4,7568.61,15.2824],"Land_InfoStand_V2_F",1,[0,0,0],116.635,{0},true],[[21731.5,7602.13,15.0751],"Land_Mil_WallBig_4m_F",1,[0,0,0],145.332,{0},true],[[21566.8,7566.32,15.2893],"Land_Mil_WallBig_4m_F",1,[0,0,0],291.384,{0},true],[[21683.3,7569.56,15.2016],"Land_Mil_WallBig_4m_F",1,[0,0,0],268.478,{0},true],[[21683.5,7566.43,15.285],"Land_Mil_WallBig_4m_F",1,[0,0,0],268.476,{0},true],[[21565,7563.03,15.5508],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.962,{0},true],[[21683.4,7563.02,15.3757],"Land_Mil_WallBig_4m_F",1,[0,0,0],269.861,{0},true],[[21563.4,7559.86,15.8231],"Land_Mil_WallBig_4m_F",1,[0,0,0],115,{0},true],[[21587.6,7551.86,15.7944],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.254,{0},true],[[21683.5,7559.9,15.4589],"Land_Mil_WallBig_4m_F",1,[0,0,0],269.861,{0},true],[[21561.8,7556.6,15.9593],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.074,{0},true],[[21586.1,7548.53,16.0215],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.992,{0},true],[[21683.7,7556.17,15.5543],"Land_Mil_WallBig_4m_F",1,[0,0,0],268.476,{0},true],[[21560.3,7553.43,16.0247],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.934,{0},true],[[21736.1,7584.63,14.8055],"Land_Mil_WallBig_4m_F",1,[0,0,0],62.009,{0},true],[[21683.9,7552.55,15.6467],"Land_Mil_WallBig_4m_F",1,[0,0,0],269.312,{0},true],[[21558.7,7549.93,15.9731],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.065,{0},true],[[21698.3,7556.26,17.6285],"Land_Mil_WallBig_4m_F",1,[0,0,0],339.238,{0},true],[[21684,7548.9,15.7058],"Land_Mil_WallBig_4m_F",1,[0,0,0],269.327,{0},true],[[21684.2,7547.16,15.7441],"Land_Mil_WallBig_4m_F",1,[0,0,0],269.327,{0},true],[[21557.2,7546.81,15.714],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.979,{0},true],[[21597.1,7534.5,16.34],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.002,{0},true],[[21555.7,7543.43,15.5305],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.964,{0},true],[[21639.7,7532.09,15.9744],"Land_Mil_WallBig_4m_F",1,[0,0,0],175.983,{0},true],[[21643,7532.25,15.9912],"Land_Mil_WallBig_4m_F",1,[0,0,0],175.983,{0},true],[[21646.7,7532.49,16.0488],"Land_Mil_WallBig_4m_F",1,[0,0,0],174.829,{0},true],[[21650.4,7532.71,16.135],"Land_Mil_WallBig_4m_F",1,[0,0,0],174.26,{0},true],[[21654.3,7533.2,16.2369],"Land_Mil_WallBig_4m_F",1,[0,0,0],173.437,{0},true],[[21595.6,7530.88,16.4423],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.984,{0},true],[[21701.5,7547.03,15.3223],"Land_Mil_WallBig_4m_F",1,[0,0,0],244.407,{0},true],[[21554.9,7539.88,15.7535],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.931,{0},true],[[21681.9,7536.56,15.8062],"Land_Mil_WallBig_4m_F",1,[0,0,0],176.112,{0},true],[[21594.3,7527.28,16.5532],"Land_Mil_WallBig_4m_F",1,[0,0,0],116.553,{0},true],[[21702.3,7543.78,15.3709],"Land_HBarrierWall_corridor_F",1,[0,0,0],149.728,{0},true],[[21696.2,7540.66,15.6601],"Land_HBarrierWall_corridor_F",1,[0,0,0],238.006,{0},true],[[21553.5,7536.67,15.9872],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.913,{0},true],[[21707,7545.22,15.1348],"Land_HBarrierWall_corridor_F",1,[0,0,0],0.503347,{0},true],[[21602.6,7524.98,16.6494],"Land_Mil_WallBig_4m_F",1,[0,0,0],203.771,{0},true],[[21605.5,7523.71,16.7207],"Land_Mil_WallBig_4m_F",1,[0,0,0],203.771,{0},true],[[21607.3,7522.97,16.7673],"Land_Mil_WallBig_4m_F",1,[0,0,0],203.758,{0},true],[[21592.9,7524.23,16.5508],"Land_Mil_WallBig_4m_F",1,[0,0,0],116.553,{0},true],[[21707.7,7542.42,15.6741],"Land_Mil_WallBig_4m_F",1,[0,0,0],183.72,{0},true],[[21552.1,7533.25,16.1867],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.913,{0},true],[[21740.9,7561.38,15.0247],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.105,{0},true],[[21738.4,7558.45,15.2543],"Land_Mil_WallBig_4m_F",1,[0,0,0],140.111,{0},true],[[21710,7540.82,15.3045],"Land_Mil_WallBig_4m_F",1,[0,0,0],238.11,{0},true],[[21735.9,7556.37,15.2622],"Land_Mil_WallBig_4m_F",1,[0,0,0],141.086,{0},true],[[21734.8,7555.49,15.3548],"Land_Mil_WallBig_4m_F",1,[0,0,0],140.163,{0},true],[[21720.9,7545.91,15.3198],"Land_Mil_WallBig_4m_F",1,[0,0,0],146.206,{0},true],[[21717.8,7543.73,15.1614],"Land_Mil_WallBig_4m_F",1,[0,0,0],146.206,{0},true],[[21714.6,7541.64,15.1625],"Land_Mil_WallBig_4m_F",1,[0,0,0],146.206,{0},true],[[21711.4,7539.64,15.3228],"Land_Mil_WallBig_4m_F",1,[0,0,0],146.206,{0},true],[[21550.5,7529.98,16.7094],"Land_Mil_WallBig_4m_F",1,[0,0,0],115.924,{0},true],[[21572.9,7515.06,16.2048],"Land_Mil_WallBig_4m_F",1,[0,0,0],203.719,{0},true],[[21575.9,7513.77,16.4877],"Land_Mil_WallBig_4m_F",1,[0,0,0],203.719,{0},true],[[21570.5,7513.96,16.7629],"Land_Mil_WallBig_4m_F",1,[0,0,0],114.921,{0},true],[[21550.2,7504.74,16.61],"Land_Mil_WallBig_4m_F",1,[0,0,0],199.795,{0},true],[[21546.9,7505.76,16.6746],"Land_Mil_WallBig_4m_F",1,[0,0,0],199.796,{0},true],[[21553.6,7503.54,16.5813],"Land_Mil_WallBig_4m_F",1,[0,0,0],199.765,{0},true],[[21457.5,7513.48,16.4931],"Land_Mil_WallBig_4m_F",1,[0,0,0],291.385,{0},true]] 
						;

/////////////////////////////////////////////////////////////////////
// CONFIGURE AS DESIRED
///////////////////////////////////////////////////////////////////////

minNumEnemiesToSpawnAtOnce = 15 ;
maxNumEnemiesToSpawnAtOnce = 45 ;
minEnemiesToAddWhenAsked = 5;
maxEnemiesToAddWhenAsked = 10;
listOfClassnamesThatCanSpawn = ["O_Soldier_TL_F", "O_Soldier_AR_F", "O_Soldier_GL_F", "O_Soldier_lite_F", "O_officer_F", "O_Soldier_F", "O_engineer_F", "O_soldierU_F", "O_soldierU_AR_F", "O_soldierU_TL_F", "O_SoldierU_GL_F", "O_G_Soldier_F", "O_G_Soldier_lite_F", "O_G_Soldier_TL_F", "O_G_Soldier_AR_F", "O_G_Soldier_GL_F", "O_G_officer_F"];;
observationBuildingClassname = "Land_Cargo_HQ_V3_F" ; 
observationBuildingFloatHeight = 150;
cleanUpSearchSize = 600; //Also used to find teleport signs that are placed

////////////////////////////////////////////////////////////////////////
//DO NOT EDIT ANY OF THE FOLLOWING
////////////////////////////////////////////////////////////////////////

observationBuildingPos = (listOfPlacesAiShouldSpawn select 0) select 0;

MOUT_eventHandlers.sqf

"makeAddActionTrainingSpawner" addPublicVariableEventHandler
{	
	private ["_sign", "_passedContent"];
	if (isNull (_this select 1) ) then 
	{
		systemChat "making addaction spawner failed";//if csat flag wasnt passed
	} 
	else {
			_passedContent = _this select 1; //form [signObject]
			_sign = _passedContent;
			_sign addAction["<t color='#FF0000' >Spawn Additional Targets</t>",	{
																					//call spawner and remove all addactions
																			cutText ["Spawning additional enemies...","PLAIN",0.5];
																			//publicVariableServer the player that triggered addAction
																			//make a serverside eventhandler to do the teleporting
																			_player = (_this select 1);
																			_playerID = owner _player;
																			_sign = (_this select 0);
																			playerUsedTrainingSpawner = [_player, _sign, _playerID]; //[player, sign]
																			publicVariableServer "playerUsedTrainingSpawner";
																		}, 0, 4];
			//systemChat format["Capture addAction CREATED"];
		 };
};

MOUT_eventHandlers_serverSide.sqf

"playerUsedTrainingSpawner" addPublicVariableEventHandler
{	
	private ["_player", "_passedContent", "_signUsed", "_handle", "_playerID"];

			_passedContent = _this select 1; //form [player, signObject]
			_player = _passedContent select 0;
			_signUsed = _passedContent select 1;
			_playerID = _passedContent select 2;

			["add", _player] spawn script_trainingSpawner;
};

trainingSpawner.sqf

////////////////////////////////////////////////////////////////////////////
// Randomly spawns Ai according to parameters set in mout_spawnSettings.sqf
//////////////////////////////////////////////////////////////////////////// 

private["_numberOfEnemiesToSpawn", "_chosenLocation", "_classNameToSpawn", "_location", "_direction", "_vehNew", "_index", "_mode", "_playerID", "_player"];

_mode = _this select 0;
_player = _this select 1;
_playerID = owner _player;

if(_mode in ["reset"]) then
{
_numberOfEnemiesToSpawn = (minNumEnemiesToSpawnAtOnce + floor(random ((maxNumEnemiesToSpawnAtOnce - minNumEnemiesToSpawnAtOnce) + 1)));
};

//alternate defines
if(_mode in ["add"]) then
{
_numberOfEnemiesToSpawn = (minEnemiesToAddWhenAsked + floor(random ((maxEnemiesToAddWhenAsked - minEnemiesToAddWhenAsked) + 1)));
};

if(isNil "workingAiLocations") then 
{
workingAiLocations = ListOfPlacesAiShouldSpawn;
};

initToUseOnTargets = {
					_this setUnitPos "UP";
					_this forceSpeed 0;
					_this removeMagazine "SmokeShell";
				 };

if((count workingAiLocations) < _numberOfEnemiesToSpawn) exitWith 	{
																systemChat "All Spawn locations Occupied, Script aborted";
																GlobalHint = "All Spawn locations Occupied, Script aborted";
																publicVariable "GlobalHint"; 
																};

for "_i" from 1 to _numberOfEnemiesToSpawn do 
{
_chosenLocation = 	workingAiLocations call BIS_fnc_selectRandom;
sleep 0.2;
_classNameToSpawn = listOfClassnamesThatCanSpawn call BIS_fnc_selectRandom;
sleep 0.2;
_location = _chosenLocation select 0;
_direction = _chosenLocation select 1;

_unitSpawned = (createGroup EAST) createUnit [_classNameToSpawn, _location, [], 0, "NONE"];
_unitSpawned setFormDir _direction;
_unitSpawned setDir _direction;
[_unitSpawned, "initToUseOnTargets", false, false] call BIS_fnc_MP;
sleep 0.2;

_index = workingAiLocations find _chosenLocation;
workingAiLocations set [_index, -1];
workingAiLocations = workingAiLocations - [-1];
};

GlobalHint = format["%1 Enemies spawned...",_numberOfEnemiesToSpawn];
_playerID publicVariableClient "GlobalHint";
GlobalCutText = [1, format["%1 Enemies spawned...",_numberOfEnemiesToSpawn]];
_playerID publicVariableClient "GlobalCutText";

I appreciate everyones help <3

Edited by zakiechan

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Ok, so just like you have the setFormDir and setDir for the spawned unit, do the same for your three things in the initToUseOnTargets stuff, no BIS_fnc_MP and see if that makes a difference.

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Ok, so just like you have the setFormDir and setDir for the spawned unit, do the same for your three things in the initToUseOnTargets stuff, no BIS_fnc_MP and see if that makes a difference.

Alright Ill look into it, thanks

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So it would seem I dont have to have those commands executed though BIS_fnc_MP everything is working fine with simply executing the code on the server.

My initial understanding was that BIS_fnc_MP was used to set inits on objects via script, since setVehcleInit is no longer used in multiplayer.

Could anyone give a brief explanation of when I would require BIS_fnc_MP to be used?

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When you need to execute anything on another machine with ease.

Edit:

The reasons for doing so are all based around script design/limitations. If I was writing a piece of specific functionality for a mission then I try to keep my network traffic as tight as possible and generally design things not to use BIS_fnc_MP (and instead branch everything out of event scripts that "communicate" as necessary using public variables). It's strongest use is really for generalized code that's limited by locality - which is why it's mainly used to execute functions remotely.

Edited by SilentSpike

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When you need to execute anything on another machine with ease.

.... Snip...

That makes sense thanks to all !

We have a session planned tonight. I'll update if I'm still seeing issues

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