Jump to content

DrugCheese

Member
  • Content Count

    5
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About DrugCheese

  • Rank
    Rookie
  1. DrugCheese

    Createunit = createlag ?

    Yea it definetly happens in SP since that's all I've used it for. BIS hear our cries! CreateUnit is the way to go for larger dynamic missions. Guess I'll have to put these I'm making on hold. Thanks for all the info guys DC p.s. Chain Of Command is Awesome!
  2. DrugCheese

    Createunit = createlag ?

    Well what I'm trying to do is set up this battle for one of the larger cities on Nogova. I have triggers set up to detect how many people are on each side, and when that number drops below a certain level, spawn a new squad to go out and join the battle. That way I can have a very long, very drawn out battle with 1000's of soldiers on each side while only showing 80 or so soldiers on each side at a time in the city. What I want to do is set up 'tickets' for each side. And take away a ticket for each soldier that spawns. So I can have a battle for the city where we are outnumber 2-1 and and it takes all day to hold off the attack. I know what I want is barely ever what I'll get. Just wondering why it lags up like that and if it can be helped at all. Thanks hoz DC
  3. I've tried searching for this and didn't find anything. Hopefully I'm not cloning another thread, but it seems like everytime I use createUnit my game lags up for a millisecond. It's not a really big deal but at the same time it is a really big deal. I'm not sure if lag is the correct term, but each time the CreateUnit command runs my screen locks up for a split second. I have a unit on the map called 'commander' that I spawn officers into his group, then move him out and spawn the rest of the team grouping to the officer. I see the lag even with the first CreateUnit command even while the rest of the map is empty. Thought maybe because I was using the getMarkerPos each time so I put that position into the _bw variable but still same lag. I've removed all the arguments from the CreateUnit command too without any luck. When I spawn a whole squad at the same time it freezes for a couple seconds so I put a little wait between each one. But you still see that delay, anyone else experience this? Here's a couple lines that cause the lag. "OfficerW" createUnit [_bw, group commander, "Squad = this", .9, "LIEUTENANT"] [commander] join grpNull ~1 "SoldierWB" createUnit [_bw, group Squad, "", .8, "SERGEANT"] ~1 "SoldierWB" createUnit [_bw, group Squad, "", .8, "SERGEANT"] Any info would be greatly appreciated. Thanks - DC
  4. DrugCheese

    Sniper realism

    Wow thank's you guys. Anticipation prevents me from typing anything else as I want to unzip and play ... unzip the game and play it you perv.
  5. DrugCheese

    Sniper realism

    Yea everyone talked it up so well Im so curious to see what it's like. If anyone still has a copy of this mission I'd love to get one.
×