@Thobson there's just one thing that makes your test not
equal in comparisation:
@ (getDammage thisunitname > 0.98)
Here you check for damage being higher then 0.98
#wait
~0.5
if (getDammage thisunitname <=0.98) then {goto"loop"}
And here you check if damage is lower or equal than/to 0.98
Also like Dinger already pointed out that by such a mass of
scripts running, the @ command will lose it's efficiency of cycling.
Suma once said IIRC that the @ command will check for every
frame or so, what again supports Dinger's theory in this case.
You should enhance your test by checking out what will happen
if one of those 5.000 tanks reach the damage limit;
Which variant will then react faster?
Also you should maybe make equal checks for both variants:
#loop
?(dammage _thisunit > 0.98): exit
~0.5
goto "loop"
You might now say that you were saving one line with your
version, but you and i cannot for sure say that a complicated
one-liner is more eficient than 2 simple lines - only a new test
can proove right or wrong again.
And btw - yes - LAG is the result of desync and will show up
like: you shoot another guy but he doesn't die because on
his end of the internet he is already somewhere else, just
your pc didn't get the right info yet.
But ppl tend to use the word LAG for things like: performance loss
or framerate dropdown aswell - probably because LAG is such
a nice word, or just simple 3 characters, or just accepted by
almost the entire comunity to be used in this case.
But that's not the point of the discussion me thinks.
Btw, what would then be the correct term for the decreasement in performance/FPS dropdowns? Or is there a term for that?
I would tend to say: slow-motion or dia-show (slide-show) ;D
~S~ CD