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I played Malden Downfall again after a year. It's still one of your top scenarios!
But yeah, huge drop in FPS. I think I have a solution.
Tested with an edit version of your scenario.
Divide the entire route into multiple layers, to delete the last layer by means of a trigger when reaching the next layer.
Important to put all modules and trigger in those sections, because they take up the most memory, even though they are no longer relevant.
To delete the layers I have the following line:
trigger:
[["layer_0", "layer_1"], false, true] call you_hide_layers;
player init field:
you_hide_layers={
params [["_layers", []], ["_show", false], ["_remove", false], ["_exec", {}]];
if _remove then {_exec ={deleteVehicle _x}} else {_exec= {_x hideObjectGlobal _show}};
for "_i" from 0 to count _layers -1 do {
{call _exec} forEach ((getMissionLayerEntities (_layers select _i)) select 0)
}
};
@KrZo Thank you very much, I'm glad you liked it! There are indeed some remaining enemy AI who flew the combat area that can still attack the helicopter during the extraction. I should have fixed that :(
@WaggleNinjaBeast
@Choal
@Cousteau
About the optimization, this mission is clealy a mess and I can only be totally agree with that. I wanted to create something bigger than usuall with more details, and I didn't knew how to properly do it without having frame issues. However, I finally found the way so my next scenarios will be bigger and more optimized ;)
@J4nB1: Thank you very much mate, placing many details is my speciality! Sometimes it looks great, and sometimes it is just too much for the Arma Engine haha