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Old 12-21-09, 07:49 PM   #24
mookiemookie
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Quote:
Originally Posted by Ducimus View Post
It's not so much an issue of complexity, as it is an issue of system resources. Zig zagging convoys double, or even triple the size of a campaign file. For example, a convoy file, before zigzagging may only be 345 KB in size, after running a script to insert zig zags, the same file could become 900+ KB in size. That may not sound like much, but remember the game tracks convoys by waypoints, and all that file size increase, is just pure, raw, waypoints for the game to track.

It's a very fine line you have to walk here, in terms historical accuracy verse system performance. From a file point of view, you have to balance how many zig zags you run (30 to 40KM legs is probably ideal in terms of performance), accross how many random groups, and how often they spawn. Too much, and the game slows down.
But, and coming from a complete dumbass when it comes to campaign scripting, couldn't the dev's script a zig zag behavior for the convoys? I.e. when a convoy travels a "straight line" they do it in a zig zag pattern. All they would need to do at that point is plot the convoys base course waypoints, and all along that path, the convoy would execute the scripted zig zag behavior instead of scripting every single zig and zag waypoint?

Am I off base here?
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