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= Enhanced Revive System =
{{TOC|side}}
=== Overview ===
If you have ever wondered why you scenario is running so badly, performance profiling is the way to find it out. It allows you to find bottlenecks and slow code by capturing a "slow" frame.
The Enhanced Revive system offers several additional features and customization options compared to the vanilla revive system.
The captured data can then be viewed and analysed.


This system includes actions like dragging unconscious co-players or NPCs, stabilizing bleeding, and reviving the wounded. Players who are incapacitated can choose to self-revive if they have the necessary items in their inventory, allowing them to rejoin the action. They also have the option to roll over and crawl to safety or towards friendly forces, or they can call for assistance from both AI units and other players. Furthermore, AI units are also capable of reviving each other.
== Getting the correct Version ==
=== Detailed information ===
Profiling is enabled in the following {{arma3}} versions
{{hl|Interaction}}
* arma3profiling_x64.exe - '''Part of the Performance Profiling Build'''
* arma3diag_x64.exe - '''Part of the Development Build'''


All enhanced revive actions are done through the action menu. Each action, such as reviving, stabilizing, or dragging, will require you to hold down your action key to complete them.
Read [[Arma_3: Steam Branches]] for a guide on how to access these branches.


{{hl|For both players and AI}}
{{Feature|informative|It is recommended to use the '''Performance Profiling Build''' (arma3profiling_x64.exe) for performance profiling because:
* Has tools that might not make it into development build
* Has all the profiling related commands that ''arma3diag_x64.exe'' has
* Its performance is closer to the default ''arma3_x64.exe''}}


All playable or switchable units can be incapacitated through the enhanced revive system. This means that members of your group or other groups on your side may require your or your team's assistance or may come to assist you when unconscious.
== Frame Capturing ==
There are several commands that allow you to capture a frame.
* [[diag_captureFrame]]
* [[diag_captureSlowFrame]]
* [[diag_logSlowFrame]] - not available in Arma 3 :(
* [[diag_captureFrameToFile]]
In most cases you do not want to capture any or all frames, you just want to capture "slow" frames. A slow frame is a frame that takes longer than the average frame and slows down the game.


{{hl|Calling for help}}
== How to Use ==
# Run a mission
# Execute a scripted command <sqf inline>diag_captureSlowFrame ["total", 0.3];</sqf> using any means ([[Arma 3: Debug Console|Debug Console]], mission radio trigger...)
# Once a slow frame is detected, a window will open
# In the window you will be able to browse a lot of performance-related data, which can be interesting
# To export the gathered information for sharing with others:
## Select Main Thread (if not selected yet)
## Press the Copy button
## Open an external text editor
## Paste the text into a new file
## Save the file


When incapacitated, units will have the option to Call for help. This action will cause your character to yell for help, alerting the nearest AI unit (and players) that can assist you. Be aware that only AI that have enough First Aid Kits or the required medic trait will come to assist you.
== Capture Frame UI ==
[[File: arma3-capture frame ui overview.png]]


Due to the complexity of the game world and situation, there may be some cases where the AI is unable to get to your position within a certain timeframe. If that occurs, the AI will stop trying to assist you.
# {{Wiki|TODO}}
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{{hl|Revive modes}}
== External Viewer ==
* chrome://tracing
* https://ui.perfetto.dev/


There are three modes
[[File:Performance_Profiling_04.png|thumb|diag_captureFrame sample output with custom subtree]]
== Creating Your Own Subtree ==


{{hl|Basic}}
When Profiling Per-Frame Eventhandlers (PFH), [[diag_captureFrame]] only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.<br>
You can create your own subtree inside siFEH by wrapping your function call inside a [[isNil]] CODE statement like this:<br>
Turn your old call which may look like this:
<sqf>
addMissionEventHandler ["EachFrame", {
call myPFHFunction
}];
</sqf>


Into something like this:
<sqf>
addMissionEventHandler ["EachFrame", {
isNil { call myPFHFunction } // isNil creates the subtree
}];
</sqf>


*When units are injured to the point where they would be killed, they're incapacitated
Now when you run [[diag_captureFrame]] inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.<br>
It will only show a part of the first line of that code so you should put something descriptive into the [[isNil]] statement.<br>
You can use the same to create a subtree for any function you like. This will also work inside [[Scheduler#Scheduled_Environment|Scheduled]] ([[spawn]]ed) scripts. <br>
But using this method to "subtree" a function with return values requires a little bit of trickery to get the return value out.


*Incapacitated can't be killed when downed - they can only die from bleeding out


*Less First Aid Kits are required to revive and stabilize units
== Notes ==


*Units take longer to bleed out
* 0.3 is a time in second used to determine what duration of a frame you consider abnormal, and first such frame will be captured.
* 0.3 is definitely something you should not see in a normal game.
* If you do not capture any frames with 0.3, try lowering it to 0.2 or 0.1.
* If it triggers too early, before the main slowdown happens, increase it to a higher value, e.g. 1.0.


*Reviving takes less time
== Scopes ==
{| class="wikitable sortable"
|-
! Technical Name !! Descriptive Name !! Description
|-
| Main
|
|
|-
| total
|
|
|-
| fsPHa
|
|
|-
| winMs
|
|
|-
| dlcSim
|
|
|-
| steamCbk
|
|
|-
| input
|
|
|-
| wSimu
|
|
|-
| docSim
|
|
|-
| wSimDisp
|
|
|-
| MFDManager
|
|
|-
| wDisp
|
|
|-
| EventPrcs
|
|
|-
| gsEva
|
|
|-
| gbFrm
|
|
|-
| memLo
|
|
|-
| siScr
|
|
|-
| scrVM
|
|
|-
| wsSet
|
|
|-
| sLand
|
|
|-
| simSW
|
|
|-
| cLWObj
|
|
|-
| oTemp
|
|
|-
| FPres
|
|
|-
| waitSnd
|
|
|-
| job
|
|
|-
| sound
|
|
|-
| ssAdv
|
|
|-
| snCmt
|
|
|-
| play
|
|
|-
| ARTCpl
|
|
|-
| rendr
|
|
|-
| drwVi
|
|
|-
| txHLi
|
|
|-
| txPMM
|
|
|-
| dsr2t
|
|
|-
| wPrep
|
|
|-
| dPr
|
|
|-
| fmiRun
|
|
|-
| fmiWait
|
|
|-
| fmiMDrw
|
|
|-
| fmiSIns
|
|
|-
| wPrepFtr
|
|
|-
| clPrp
|
|
|-
| oPrep
|
|
|-
| sceAC
|
|
|-
| oSplt
|
|
|-
| sceACTA
|
|
|-
| sceACPrx
|
|
|-
| lodUL
|
|
|-
| PrxObj
|
|
|-
| manAn
|
|
|-
| ppdOT
|
|
|-
| flProx
|
|
|-
| PrxObjTransport
|
|
|-
| oSoSL
|
|
|-
| oSoJE
|
|
|-
| oSoJE1
|
|
|-
| oSoJE2
|
|
|-
| oSo1OFOv
|
|
|-
| oSo1ON
|
|
|-
| sceCLsHSH
|
|
|-
| prpAMCt
|
|
|-
| oSoJEw
|
|
|-
| pDrwFNP
|
|
|-
| oSoSLu
|
|
|-
| lPGCl
|
|
|-
| pdDrw
|
|
|-
| lDGnd
|
|
|-
| lGSMM
|
|
|-
| recCB
|
|
|-
| mtPmj
|
|
|-
| cuDrw
|
|
|-
| prepT
|
|
|-
| drwCB
|
|
|-
| oPasD
|
|
|-
| o1Drw
|
|
|-
| lckDnBf
|
|
|-
| prpTx
|
|
|-
| inst
|
|
|-
| stpSctnTL
|
|
|-
| o1ShV
|
|
|-
| scSVI
|
|
|-
| oPas3
|
|
|-
| sssmC
|
|
|-
| sbDrw
|
|
|-
| aniMt
|
|
|-
| ppSSSM
|
|
|-
| drwROM
|
|
|-
| drwIn
|
|
|-
| wDraw
|
|
|-
| lDPGT
|
|
|-
| oSDrw
|
|
|-
| oPasO
|
|
|-
| lDSky
|
|
|-
| swRdr
|
|
|-
| ppSWDD
|
|
|-
| swRdGeom
|
|
|-
| swRdGeomVB
|
|
|-
| swFillV
|
|
|-
| oPasA
|
|
|-
| ppShrpn
|
|
|-
| lDWat
|
|
|-
| oPas2
|
|
|-
| o2Drw
|
|
|-
| oPas5
|
|
|-
| o5Drw
|
|
|-
| EDraw3D
|
|
|-
| MEventPrcs
|
|
|-
| cLGSY
|
|
|-
| stpAll
|
|
|-
| stpCB
|
|
|-
| stpTxtCS
|
|
|-
| stpUAVsCS
|
|
|-
| ppHDRCL
|
|
|-
| ppGSB
|
|
|-
| ppDOF
|
|
|-
| ppGlwNw
|
|
|-
| ppGLu
|
|
|-
| stpCBUpd
|
|
|-
| ppQWt
|
|
|-
| ppCMAA
|
|
|-
| hudDr
|
|
|-
| 3DEN_UI_OnDraw
|
|
|-
| 3DEN_PrepareDraw
|
|
|-
| clObL
|
|
|-
| 3DEN_Drawing
|
|
|-
| stpTxtGS
|
|
|-
| txt2D
|
|
|-
| mapDr
|
|
|-
| mapSeaAndNormal
|
|
|-
| mapPM
|
|
|-
| lndPM
|
|
|-
| MapObjectsPrepTask
|
|
|-
| mapSeaAndNormalDraw
|
|
|-
| mapCntDraw
|
|
|-
| mapObjectsDraw
|
|
|-
| mapForestShape
|
|
|-
| mapGrid
|
|
|-
| drwFn
|
|
|-
| dtTot
|
|
|-
| wFram
|
|
|-
| 3dSwp
|
|
|-
| preLd
|
|
|-
| preLV
|
|
|-
| actObjPrld
|
|
|-
| hashChk
|
|
|-
| sSim
|
|
|-
| enfWorkShort
|
|
|-
| updAttPos
|
|
|-
| oSo1AN
|
|
|-
| prpAMCf
|
|
|-
| prpAMCSlt
|
|
|-
| prpSDM
|
|
|-
| locL
|
|
|-
| mapSeaAndNormalWork
|
|
|-
| mapObjectsPrepWork
|
|
|-
| drwIdxPrm
|
|
|-
| oSo3
|
|
|-
| lsCVB
|
|
|-
| oSo5
|
|
|-
| oSo2CL
|
|
|-
| oSo1AF
|
|
|-
| Visualize
|
|
|-
| visul
|
|
|-
| txMLo
|
|
|-
| oSo2Srt
|
|
|-
| oSoSdw
|
|
|-
| prpAMCbsi
|
|
|-
| prpAMCp
|
|
|-
| Render
|
|
|-
| bgD3D
|
|
|-
| stpTxtVS
|
|
|-
| ppHBAOPlus
|
|
|}


{{hl|Advanced}}
<sqf>
private _ctrlTV = ctrlparent (_this select 0) displayCtrl 101;


private _export = "{| class=""wikitable sortable"""  + endl + "|-" + endl;
_export = _export + "! Technical Name !! Descriptive Name !! Description";


*When a unit is injured to a certain degree, they're incapacitated and, when injured beyond that amount, will most likely die outright
private _fnc_logChilden =
{
    params ["_path"];


*Incapacitated units can be killed when downed, as well as bleed out
    for "_i" from 0 to ((_ctrlTV tvCount _path) - 1) do
    {
        private _text = _ctrlTV tvText (_path + [_i]);
        _text = _text splitString " " select 0;


*More First Aid Kits are required to revive and stabilize units
        if !(_text in _export) then
        {
            _export = _export + endl + "|-" + endl + "| " + _text + endl + "| " + endl + "| ";
        };


*Units take less time to bleed out
        if (_ctrlTV tvCount (_path + [_i]) > 0 ) then
 
        {
*Reviving takes more time
            [_path + [_i]] call _fnc_logChilden;
 
        };
 
    };
{{hl|Realistic}}
};
 
 
*When a unit gets injured to a point where they would be killed without the system, they will usually die in this mode too
 
*Incapacitation will occur only when a unit reaches a point near death
 
*Incapacitated units can be killed when downed, as well as bleed out
 
*Even more First Aid Kits are required to revive and stabilize units
 
*Units take much less time to bleed out
 
*Reviving takes much longer
 
*Medic trait multiplier is reduced
 
*Only units with the medic trait can revive units
=== Mission parameters ===
Most default parameters for the enhanced revive system are based on the selected difficulty level by default, but can be customized via the mission parameters or module as mission maker.
 
Most importantly, the higher the difficulty, the more first aid kits are required and the less time before the injured bleeds out.
 
The available parameters include:
 
 
*Disable the revive system entirely
 
*Choose between basic, advanced, and realistic mode (the chance to die outright for the amount of damage taken)
 
*Selecting whether or not the medic trait is required to revive a unit
 
*A multiplier on how much faster medics operate
 
*The time it takes to revive a unit
 
*The time it takes to force respawn
 
*The time units have until they bleed out from their injuries
 
*The amount of First Aid Kits required to revive
 
*If stabilizing is required to stop bleeding
 
*If 3D icons are displayed to help locate incapacitated units
 
*If an unconscious unit is to call for assistance automatically


*If AI units will automatically withstand their injuries
[[]] call _fnc_logChilden;


== Mission Parameter Config ==
copyToClipboard (_export + endl + "|}" + endl);
[[File: spe_enhanced_revivive_parameters.jpg|500px|right]]
</sqf>
There are several parameters that can be included into the [[description.ext]] to make them available as [[Mission Parameters]].


<spoiler>
== See Also ==
<syntaxhighlight lang="cpp">
class Params
{
class SPE_ReviveEnabled
{
title = "$STR_SPE_UtilityFunctions_Revive_REVIVE_ENABLED";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_ENABLED","$STR_SPE_UtilityFunctions_Revive_DISABLED"};
values[] = {0,1};
default = __EVAL([0,1] select (isClass (configFile >> "cfgPatches" >> "ace_medical")));
};
class SPE_ReviveMode
{
title = "$STR_SPE_UtilityFunctions_Revive_REVIVE_MODE";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_MODE","$STR_SPE_UtilityFunctions_Revive_BASIC","$STR_SPE_UtilityFunctions_Revive_ADVANCED","$STR_SPE_UtilityFunctions_Revive_REALISTIC"};
values[] = {0,1,2,3};
default = 0;
};
class SPE_ReviveRequiredTrait
{
title = "$STR_SPE_UtilityFunctions_Revive_REQUIRED_TRAIT";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_TRAIT","$STR_SPE_UtilityFunctions_Revive_REQUIRE_FIRST_AID_KIT","$STR_SPE_UtilityFunctions_Revive_REQUIRE_MEDIC_TRAIT","$STR_SPE_UtilityFunctions_Revive_NONE"};
values[] = {0,1,2,3};
default = 0;
};
class SPE_ReviveMedicSpeedMultiplier
{
title = "$STR_SPE_UtilityFunctions_Revive_MEDIC_MULTIPLIER";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_MULTIPLIER","0x","2x","3x","5x","10x"};
values[] = {0, 1, 2, 3, 5, 10};
default = 0;
};
class SPE_ReviveDelay
{
title = "$STR_SPE_UtilityFunctions_Revive_REVIVE_TIME_SECONDS";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_REVIVE", "5", "7", "8", "12", "15", "17"};
values[] = {0, 5, 7, 8, 12, 15, 17};
default = 0;
};
class SPE_ReviveForceRespawnDelay
{
title = "$STR_SPE_UtilityFunctions_Revive_FORCE_RESPAWN_TIME_SECONDS";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_RESPAWN", "5", "10", "15", "20", "25", "30"};
values[] = {0, 5, 10, 15, 20, 25, 30};
default = 0;
};
class SPE_ReviveBleedOutDelay
{
title = "$STR_SPE_UtilityFunctions_Revive_BLEEDOUT_TIME_SECONDS";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_BLEEDOUT", "$STR_SPE_UtilityFunctions_Revive_NEVER", "30", "60", "120", "180", "240", "300"};
values[] = {0, 9999, 30, 60, 120, 180, 240, 300};
default = 0;
};
class SPE_ReviveFakAmount
{
title = "$STR_SPE_UtilityFunctions_Revive_FAK_AMOUNT";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_FAK_AMOUNT", "1", "2", "3"};
values[] = {0, 1, 2, 3};
default = 0;
};
class SPE_ReviveStabilize
{
title = "$STR_SPE_UtilityFunctions_Revive_STABILIZE_PARAM";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DISABLED","$STR_SPE_UtilityFunctions_Revive_ENABLED"};
values[] = {0,1};
default = 1;
};
class SPE_ReviveIcons
{
title = "$STR_SPE_UtilityFunctions_Revive_ICONS_PARAM";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_3D_ICONS", "$STR_SPE_UtilityFunctions_Revive_ENABLED", "$STR_SPE_UtilityFunctions_Revive_MEDIC_ONLY", "$STR_SPE_UtilityFunctions_Revive_DISABLED"};
values[] = {0, 1, 2, 3};
default = 0;
};
class SPE_ReviveAutoCall
{
title = "$STR_SPE_UtilityFunctions_Revive_AUTOCALL_PARAM";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DISABLED","$STR_SPE_UtilityFunctions_Revive_ENABLED","$STR_SPE_UtilityFunctions_Revive_CADETONLY"};
values[] = {0,1,2};
default = 2;
};
class SPE_ReviveAutoWithstand
{
title = "$STR_SPE_UtilityFunctions_Revive_AUTOWITHSTAND_PARAM";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DISABLED","$STR_SPE_UtilityFunctions_Revive_ENABLED","$STR_SPE_UtilityFunctions_Revive_CADETONLY"};
values[] = {0,1,2};
default = 2;
};
class SPE_WithstandExtraFAK
{
title = "$STR_SPE_UtilityFunctions_Revive_WITHSTAND_EXTRA_FAK_PARAM";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICUILTY_WITHSTAND_EXTRA_FAK","$STR_SPE_UtilityFunctions_Revive_DISABLED", "$STR_SPE_UtilityFunctions_Revive_ENABLED"};
values[] = {0,1,2};
default = 0;
};
class SPE_WithstandEnabled
{
title = "$STR_SPE_UtilityFunctions_Revive_WITHSTAND_ENABLED_PARAM";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICULTY_WITHSTAND_ENABLED","$STR_SPE_UtilityFunctions_Revive_DISABLED", "$STR_SPE_UtilityFunctions_Revive_ENABLED"};
values[] = {0,1,2};
default = 0;
};
class SPE_WithstandEnabledAI
{
title = "$STR_SPE_UtilityFunctions_Revive_WITHSTAND_ENABLED_AI_PARAM";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_DIFFICULTY_WITHSTAND_ENABLED_AI","$STR_SPE_UtilityFunctions_Revive_DISABLED", "$STR_SPE_UtilityFunctions_Revive_ENABLED"};
values[] = {0,1,2};
default = 0;
};
class SPE_ReviveUnits
{
title = "$STR_SPE_UtilityFunctions_Revive_UNITS_NAME";
texts[] = {"$STR_SPE_UtilityFunctions_Revive_UNITS_PLAYABLE","$STR_SPE_UtilityFunctions_Revive_UNITS_PLAYERS"};
values[] = {0,1};
default = 0;
};
};
</syntaxhighlight>
</spoiler>


Alternatively, one can also include the following file into the [[description.ext]] as follows:
* [[Code Optimisation]]
* [[Mission Optimisation]]


<syntaxhighlight lang="cpp">
class Params
{
#if __has_include("\WW2\SPE_Missions_p\UtilityFunctions_f\reviveToksa\reviveToksaDefines.hpp")
#include "\WW2\SPE_Missions_p\UtilityFunctions_f\reviveToksa\reviveToksaDefines.hpp"
#endif
};
</syntaxhighlight>


The {{hl|__has_include}} makes sure that one does not run into errors should [[Spearhead 1944]] not be present on the server.}}
[[Category:Arma Scripting Tutorials]]

Latest revision as of 18:23, 4 November 2024

If you have ever wondered why you scenario is running so badly, performance profiling is the way to find it out. It allows you to find bottlenecks and slow code by capturing a "slow" frame. The captured data can then be viewed and analysed.

Getting the correct Version

Profiling is enabled in the following Arma 3 versions

  • arma3profiling_x64.exe - Part of the Performance Profiling Build
  • arma3diag_x64.exe - Part of the Development Build

Read Arma_3: Steam Branches for a guide on how to access these branches.

It is recommended to use the Performance Profiling Build (arma3profiling_x64.exe) for performance profiling because:
  • Has tools that might not make it into development build
  • Has all the profiling related commands that arma3diag_x64.exe has
  • Its performance is closer to the default arma3_x64.exe

Frame Capturing

There are several commands that allow you to capture a frame.

In most cases you do not want to capture any or all frames, you just want to capture "slow" frames. A slow frame is a frame that takes longer than the average frame and slows down the game.

How to Use

  1. Run a mission
  2. Execute a scripted command diag_captureSlowFrame ["total", 0.3]; using any means (Debug Console, mission radio trigger...)
  3. Once a slow frame is detected, a window will open
  4. In the window you will be able to browse a lot of performance-related data, which can be interesting
  5. To export the gathered information for sharing with others:
    1. Select Main Thread (if not selected yet)
    2. Press the Copy button
    3. Open an external text editor
    4. Paste the text into a new file
    5. Save the file

Capture Frame UI

arma3-capture frame ui overview.png

  1. 🚧
    TODO: this must be updated.
  2. 🚧
    TODO: this must be updated.
  3. 🚧
    TODO: this must be updated.
  4. 🚧
    TODO: this must be updated.
  5. 🚧
    TODO: this must be updated.
  6. 🚧
    TODO: this must be updated.
  7. 🚧
    TODO: this must be updated.
  8. 🚧
    TODO: this must be updated.
  9. 🚧
    TODO: this must be updated.

External Viewer

diag_captureFrame sample output with custom subtree

Creating Your Own Subtree

When Profiling Per-Frame Eventhandlers (PFH), diag_captureFrame only shows one blob called siFEH that contains all PFH's so you can't see what part of that is caused by your PFH.
You can create your own subtree inside siFEH by wrapping your function call inside a isNil CODE statement like this:
Turn your old call which may look like this:

addMissionEventHandler ["EachFrame", { call myPFHFunction }];

Into something like this:

addMissionEventHandler ["EachFrame", { isNil { call myPFHFunction } // isNil creates the subtree }];

Now when you run diag_captureFrame inside of siPFH you will have a subtree called gsEva and behind that you can see the first line of code inside the isNil statement.
It will only show a part of the first line of that code so you should put something descriptive into the isNil statement.
You can use the same to create a subtree for any function you like. This will also work inside Scheduled (spawned) scripts.
But using this method to "subtree" a function with return values requires a little bit of trickery to get the return value out.


Notes

  • 0.3 is a time in second used to determine what duration of a frame you consider abnormal, and first such frame will be captured.
  • 0.3 is definitely something you should not see in a normal game.
  • If you do not capture any frames with 0.3, try lowering it to 0.2 or 0.1.
  • If it triggers too early, before the main slowdown happens, increase it to a higher value, e.g. 1.0.

Scopes

Technical Name Descriptive Name Description
Main
total
fsPHa
winMs
dlcSim
steamCbk
input
wSimu
docSim
wSimDisp
MFDManager
wDisp
EventPrcs
gsEva
gbFrm
memLo
siScr
scrVM
wsSet
sLand
simSW
cLWObj
oTemp
FPres
waitSnd
job
sound
ssAdv
snCmt
play
ARTCpl
rendr
drwVi
txHLi
txPMM
dsr2t
wPrep
dPr
fmiRun
fmiWait
fmiMDrw
fmiSIns
wPrepFtr
clPrp
oPrep
sceAC
oSplt
sceACTA
sceACPrx
lodUL
PrxObj
manAn
ppdOT
flProx
PrxObjTransport
oSoSL
oSoJE
oSoJE1
oSoJE2
oSo1OFOv
oSo1ON
sceCLsHSH
prpAMCt
oSoJEw
pDrwFNP
oSoSLu
lPGCl
pdDrw
lDGnd
lGSMM
recCB
mtPmj
cuDrw
prepT
drwCB
oPasD
o1Drw
lckDnBf
prpTx
inst
stpSctnTL
o1ShV
scSVI
oPas3
sssmC
sbDrw
aniMt
ppSSSM
drwROM
drwIn
wDraw
lDPGT
oSDrw
oPasO
lDSky
swRdr
ppSWDD
swRdGeom
swRdGeomVB
swFillV
oPasA
ppShrpn
lDWat
oPas2
o2Drw
oPas5
o5Drw
EDraw3D
MEventPrcs
cLGSY
stpAll
stpCB
stpTxtCS
stpUAVsCS
ppHDRCL
ppGSB
ppDOF
ppGlwNw
ppGLu
stpCBUpd
ppQWt
ppCMAA
hudDr
3DEN_UI_OnDraw
3DEN_PrepareDraw
clObL
3DEN_Drawing
stpTxtGS
txt2D
mapDr
mapSeaAndNormal
mapPM
lndPM
MapObjectsPrepTask
mapSeaAndNormalDraw
mapCntDraw
mapObjectsDraw
mapForestShape
mapGrid
drwFn
dtTot
wFram
3dSwp
preLd
preLV
actObjPrld
hashChk
sSim
enfWorkShort
updAttPos
oSo1AN
prpAMCf
prpAMCSlt
prpSDM
locL
mapSeaAndNormalWork
mapObjectsPrepWork
drwIdxPrm
oSo3
lsCVB
oSo5
oSo2CL
oSo1AF
Visualize
visul
txMLo
oSo2Srt
oSoSdw
prpAMCbsi
prpAMCp
Render
bgD3D
stpTxtVS
ppHBAOPlus

private _ctrlTV = ctrlparent (_this select 0) displayCtrl 101; private _export = "{| class=""wikitable sortable""" + endl + "|-" + endl; _export = _export + "! Technical Name !! Descriptive Name !! Description"; private _fnc_logChilden = { params ["_path"]; for "_i" from 0 to ((_ctrlTV tvCount _path) - 1) do { private _text = _ctrlTV tvText (_path + [_i]); _text = _text splitString " " select 0; if !(_text in _export) then { _export = _export + endl + "|-" + endl + "| " + _text + endl + "| " + endl + "| "; }; if (_ctrlTV tvCount (_path + [_i]) > 0 ) then { [_path + [_i]] call _fnc_logChilden; }; }; }; [[]] call _fnc_logChilden; copyToClipboard (_export + endl + "|}" + endl);

See Also