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Performance impact: Proximity vs. Check zone vs. Complex Trigger


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Jade_Monkey
Posted (edited)

I am familiar with all three and I know that they each have different functionalities.

However, there is at least one instance where any of the three could be used and I want to know if there are any performance benefits to using one over the other:

 

You could use the On entered event in the Complex trigger, the check zone, or check the distance between two objects to see if the player has entered an area.

Is any of these more efficient than the others or the performance impact difference is negligible? What if there are many of these in a single mission?

 

Edit: Also, does anyone know if a deactivated unit causes the same performance impact as a deleted unit? in other words, does a deactivated unit take no CPU cycles?

Edited by Jade_Monkey
Posted

Monkey, these are hard questions to answer, especially with regard to single player.

My simplest answer is this, I have not noticed anything to cause any noticeable performance slowdown other than actual units, vehicles, aircraft etc.

 

I use Complex Triggers and Check zones interchangeably, sometimes just depending on which one I grab...I've seen no hit with the Complex Trigger.

Proximity triggers, same thing...and very handy.

 

I am however testing what I think is a current bug with the proximity trigger...seems to fire at mission begin with linked to the player AC...that wasn't happening before.

  • Upvote 1
Posted

I'll add that I don't plaster missions with either in an 'always active' sense. With comolex triggers especially I'm in the habit of piping in a deactivate' MCU if it's not needed beyond it's initial use.

=LG/F=Kathon
Posted

 I remember that Complex Trigger has the biggest impact on performance. Deleted unit has lower impact than deactivated.

 

 

  • Upvote 1
  • 1CGS
Posted

Complex Trigger has the biggest impact on performance

You can deactivate planes but you've to delete any ground vehicles

  • Upvote 2

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