Open jonpas opened 1 year ago
we know what causes this is all the mfd code complying this is the best we have gotten it to be it use to lag for a good 10 seconds
Could you point me to the part of the MFD code that is responsible for this?
afaik (ask yax as he would know better) but its cause we have so many lines of mfd code that arma takes a sec when its spawned in to compile it
I think this is caused by all the simple expression conditions in the MFD config. When testing, the loading freeze scaled linearly with the amount of expressions we had. This is why variants without the FLIR load faster, since we removed all FLIR/weapons related MFD configurations.
The new dialog to RTT tech can be used to replace most if not all of the MFD tech and fix this, but it'd require a complete redoing of the MFDs
Thanks. Seems like there is a simpler "fix" here, if you say all the expressions and code is being compiled on load, those should be functionalized and pre-compiled by the game.
I hope that is possible, but I am not sure how. These are "simple expressions", similar to what's used in arma's sound system, and I'm not sure how to functionalize those.
You can find some more information here under the "conditions" section https://community.bistudio.com/wiki/Arma_3:_Multi-Function_Display_(MFD)_config_reference#Group
Oh those things... hmmm.
One would thing those expressions would be properly precompiled when the config is read on mod load.
“For the model spawn time I have started using createVehicle on addaction instead of Zeus placing it or it being in the mission file already. Current workshop model already freezes people with sub spec PCs.“
From Filthy Casual re: Apache spawn time. May be something to check. May point it more at the customisation options perhaps?
Not entirely sure..
Don't have anything more to go about on that yet, mostly wondering if anyone else is experiencing that as well? As soon as I click on an H-60 in Editor/Zeus, I get a game freeze for about a second.