One of the main reasons of lag in scripting is wrong use of subroutines, if you use a subroutine as generic it has to be a pulse...
***IF***
True
***THEN***
This team starts hunting
If you use this script as a behavior subroutine there is nothing going on, all sweet and dandy, if you use this script as generic however you will enter a world of pain, especially if you have multiple teams running at the same time with this script, imagine all ai factions on a multiplayer map using scripts like this together, horrible.
If you use subroutines as generic you either disable them on succes and enable again when needed or use flag/counters...e.g.
***IF***
Flag 'Go hunt' is False
***THEN***
This team starts hunting
Set Flag 'Go hunt' to True
When the team stops hunting you can set flag to false again...
Hope i was a bit of help, or maybe i am full of sjit...
Cheers
Originally Posted by: acidbrain