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Showing results for tags 'optimize'.
Found 4 results
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How do I enable multithreading? ArmA isn't using anywhere close to all of my resources, how can I make it to where it uses more? I am tired of 20 FPS. If anyone could help I would appreciate it.
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- performance
- optimize
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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.
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- optimize
- efficiency
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Here is what I currently use.... Init.sqf: if ((not (hasInterface)) and (not (isDedicated))) then { [] spawn { waitUntil {!isNull player}; HC_init = (vehicle player); publicVariableServer "HC_init"; }; }; initServer.sqf: missionNamespace setVariable ["HCs",[]]; "HC_init" addPublicVariableEventHandler { _hc_name = (_this select 1); _hc_id = (owner _hc_name); _hcs = (missionNamespace getVariable "HCs"); _hcs set [(count _hcs), [_hc_name,_hc_id]]; missionNamespace setVariable ["HCs",_hcs]; }; as the title says, is there a more efficient way to accomplish this? Thanks.
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I think it has been 4 Years since release and still on the most servers you get like EVERYTHING under 60 FPS in towns? I have a good setup and always had the most recent CPU/GPU in the last 4 Years and the FPS was always the same... So are you ever going to Optimize the game?