
Originally Posted by
killjoer3f
But to go ferther : in the
RespawnGroups.fsm
before changing and testing we think it could be in the
Class Loop2 that the delay between each Respawn Groups could be : so we could change
_timenow = time +3.11 to
time + 300.
But all this is on a loop to check the condition on a counter.
And the condition counter will respawn new reinforcements group if counter = 0 (all AI kill in the previous respawngroup).
It is at this point that we would like to put a delay around 300 sec.
So after several test in Mp on our R3F_server we have create a random to set the ground reinforcement.
In fsms/RespawnGroups.fsm
between line 88 and 106
if ((count playableUnits) < 13) then {" \n
" _tempo = 1500;" \n
" } else {" \n
" _tempo = 900;" \n
" };" \n
"" \n
" _timenow = time + (_tempo + (random _tempo));" \n
Code:
"if (typeName _onegrpar == ""ARRAY"") then {" \n
" _grp = _onegrpar select 0;" \n
" if ((isNull _grp || (_grp call d_fnc_GetAliveUnitsGrp) == 0) && (time > (_grp getVariable ""X_CREATED""))) then {" \n
" _mg_array = _onegrpar select 1;" \n
" _resp_mid = _mg_array select 10;" \n
" _rpos = [_resp_mid select 0, 600, 400, _resp_mid select 1] call d_fnc_GetRanPointSquare;" \n
" _mg_array set [1, [_rpos]];" \n
" d_respawn_ai_groups set [_counter, -1];" \n
" _mg_array spawn d_fnc_makegroup;" \n
" if ((count playableUnits) < 13) then {" \n
" _tempo = 1500;" \n
" } else {" \n
" _tempo = 900;" \n
" };" \n
"" \n
" _timenow = time + (_tempo + (random _tempo));" \n
" };" \n
this changes makes reinforcement no more often than every 1500 to 2400sec if less than 13 players
and 900 to 1800 sec if more than 13 players.
It is efficient.