I`ve been getting to grips with the editor lately, and have managed to put together a decent(ish) training scenario for myself and two others on the Lapino map.
I`ve got some re-spawn logic on AI patrols, but since I added them, the server load has increased quite considerably, even though they aren`t spawned in.
I think I read somewhere that check zones are constantly cycling and so are constantly active. I think its alternative would be a complex trigger, but I`ve heard these are even worse when it comes to MP missions.
Am I over thinking this and having circa 10-15 different groups using check zones is just going to use resource and I should live with it, or should I be using a different method to reduce server load and improve performance?
The basic logic sees a check zone IN looking at around 6500m, spawn in planes (varying amounts for different patrols) and then deactivates the check zone, count the amount of 'CriticalDamage', when count reaches the amount of planes in the specific group, it activates a re-spawn timer (currently 20 minutes) and deletes old object after 3 or so minutes and reactivates the check zone when re-spawn timer reaches zero..
I can`t screenshot the logic currently, as I`m at work, but will try and remember to get a shot of it some time soon if it helps.
EDIT: Screenshot of the messy logic . .
Edited by Festa_PWR, 16 February 2017 - 20:18.