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Found 2 results

  1. So as the title states I'm curious what you all think about efficiency/optimizations when it comes to writing a lengthy script/mod for a mission. My current scripted mod is AC-C4I (Air Craft Command, Contol, Computers, Communications, & Intelligence). It has to do with sensors and targeting. The scripts have a lot of "waitUntil" commands for locking the targeting camera to screenToWorld amongst other functions. What would be the most efficient way to write this/integrate it into a mission. I can write the whole thing in one file and "call compile preprocessFileLineNumbers" on init. I can create a CfgFunctions.hpp and add it to the description.ext, or I could make it an FSM. I'd love to hear from you guys. Thanks.
  2. As someone who has learned all he knows about scripting by fannying about in SQF for the past couple of months, I've got a question for the more advanced scripters out there. I was intrigued by this statement in the ACE3 Medical AI notes: I've searched around and found a few nibbles of information here and there (and there's no documentation as yet that I've found on CBA about state machines) but nothing that really provides a decent comparison between an SQF script with a series of looped functions based on lazy evaluation of conditions, and an FSM that does the same. Is there a noticeable difference in performance or are FSMs just a different way of achieving a similar goal? And if there isn't much performance difference between the two, then what is the most efficient way of squeezing performance out of a complex script? Assuming your functions are as clean and fast as they can be, what are your best practices for making them run with minimal impact? I'm referring here to scripts with complex conditions which will run on a number of units or objects repeatedly (for reference, I'm trying to turn this into a full-blown undercover simulation and more efficiency means more responsiveness for more units).
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