Hey Kurtz,
I noticed last night that it looked as though your mission crashed the server. Server was shown down but mission was left hanging.
I don't think it's so much the number of units you have as much as a scripting issue. If you have too many scripts running at the same time or long looping scipts that will cause excessive lag. Looking at your scripts in v2.8 SP, beastcoms and beastcoms2 look normal but the others look they have control characters from a word processor. Take a look and you'll see what I mean. Do you use notepad, wordpad or a script editor to write these? I'm not a scripting expert but that looks suspicous. Of course number of units and map ojects will cause lag too, but not to the extent you are seeing I believe.
Looking at your mission.sqm the file size isn't as large as some other missions, there are quite a few units but not excessive it appears. One thing that stood out was this:
One other thing that comes into play in MP missions is the use of Global, Public and Local variables. Something may work fine in single player and be a big problem in multiplayer.
oh another thought, some mission makers use spawn scripts to generate units rather than placing a whole bunch on the map at once and also deletedeadbodies script to unclutter the map. This is an option, but yet more scripts to deal with.
I noticed last night that it looked as though your mission crashed the server. Server was shown down but mission was left hanging.
I don't think it's so much the number of units you have as much as a scripting issue. If you have too many scripts running at the same time or long looping scipts that will cause excessive lag. Looking at your scripts in v2.8 SP, beastcoms and beastcoms2 look normal but the others look they have control characters from a word processor. Take a look and you'll see what I mean. Do you use notepad, wordpad or a script editor to write these? I'm not a scripting expert but that looks suspicous. Of course number of units and map ojects will cause lag too, but not to the extent you are seeing I believe.
Looking at your mission.sqm the file size isn't as large as some other missions, there are quite a few units but not excessive it appears. One thing that stood out was this:
Quote:class Item10
{
position[]={6031.349121,125.054993,8606.828125};
a=100.000000;
b=100.000000;
activationBy="EAST";
activationType="NOT PRESENT";
timeoutMin=10.000000;
timeoutMid=10.000000;
timeoutMax=10.000000;
age="UNKNOWN";
name="goodend";
expCond="count thislist < 2 && ""alive _x"" count units armreinf == 0 && ""alive _x"" count units armreinf2 == 0 && ""alive _x"" count units finalspets < 3 && !alive tprt && !alive airreinfor1 && !alive airreinfor2";
expActiv="""3"" objStatus ""DONE""; ""4"" objStatus ""HIDDEN""; [] exec ""celebrate.sqs""";
class Effects
{
voice="Eng35";
track="RTrack9";
One other thing that comes into play in MP missions is the use of Global, Public and Local variables. Something may work fine in single player and be a big problem in multiplayer.
oh another thought, some mission makers use spawn scripts to generate units rather than placing a whole bunch on the map at once and also deletedeadbodies script to unclutter the map. This is an option, but yet more scripts to deal with.