@icomrade commented on GitHub (Nov 2, 2013):
Can you try adding a sleep to each loops (the foreach loop right before }foreach ...; and the last line of the while loop) you may want to do half the…
@ldy985 commented on GitHub (Nov 6, 2013):
i have tried some different stuff now.
All sleep values used is "sleep 0.5;"
Sleep last in foreach only: (Low CPS) https://dl.dropboxusercontent.com/u/…
@icomrade commented on GitHub (Nov 6, 2013):
Thanks for your help. :)
The reason spawning the things in the loop is a bad idea is because spawn need to create a new thread. Every time the loop…
@icomrade commented on GitHub (Nov 1, 2013):
That was just a note, sorry. :) But I thought it would be worth noting since opening new threads on the server, if you are running multiple instances…
@ldy985 commented on GitHub (Nov 1, 2013):
I see in the fn_bases, i use: http://www.armaholic.com/page.php?id=21437 (ASM) to monitor server performance (Yes in arma 2) or this to monitor CPS…
@R4Z0R49 commented on GitHub (Nov 2, 2013):
Adding an extra sleep will slow it down more giving more cps. The real question is does that sleep have any other effect if not we gained some…
@ldy985 commented on GitHub (Nov 1, 2013):
Hmm, i see. i was looking at Line 266 and 270. But if the above it true, about it auto adding a 0.3ms delay, can you explain why adding a sleep improves…
@Skaronator commented on GitHub (Nov 6, 2013):
k ty
@icomrade commented on GitHub (Nov 1, 2013):
In 1.8.0.3 it was changed to a spawn.
@ldy985 commented on GitHub (Nov 1, 2013):
It's already a "call" in the official files ?
@malakdecaen commented on GitHub (Nov 6, 2013):
Hi and thanks to reply , I've add all dayz credit to my mod and agreed you'r request . Thanks
@Skaronator commented on GitHub (Nov 6, 2013):
lol ty
p.s. yolo
@Skaronator commented on GitHub (Nov 6, 2013):
You must include all Dayz Credits and (re)create a new issue post requesting continued use of all assets for all future release you do and be…
@icomrade commented on GitHub (Nov 1, 2013):
Okay, in a scheduled environment (spawn/exec/execVM) the engine will automatically add a 0.3ms delay between loop iterations. The sleep is redundant,…