安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
 
											 
													







if the classname of the default plates has changed you will have to change those fields
Hoping this can be used to make AAPM work with the most amount of factions.
That saves on processor time as you only need to raise the event when new actors are present in the mission.
I've been coding since I was 16. That was almost 20 years ago.
Always reduce the total number of CPU cycles needed to execute code, especially in video games where game code is already fighting for processor time. In games, one wants to avoid using loops outside of the engine's internal main loop as it can manifest in (extreme cases) dropped frames, micro-stuttering, etc.
I have not the time to take apart your code and look at it (plus I haven't coded anything for Arma in 2 years). I'm assuming that your trying to get all units including those spawned in through other scripts mid mission and attached to sideLogic and put them into an array and move through the array, comparing info about the side then adding the chest plate to whatever unit is currently next in the stack?
A utomatically
A dds
P lates
M an
Arma is incredibly core and thread bound, only utilizing 2 cores and 4 thread. Every time this loops, your going to be adding additional strain upon the very limited resources that the game already gives you.
People with very low end and slower processors and gonna feel this implementation.