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Lagging when calling "RequestBackup"

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So I'm trying to request an ambulance to respond to the scene of a callout with:

Functions.RequestBackup(SpawnPoint, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.Ambulance);

 

It does it successfully but while it is doing it, it makes my game lag a lot like 10fps for about 15 seconds. It is 100% this line of code that is causing the issue as when i changed the moment it requests backup it did not lag until that time so.

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  • Management Team
On 8/19/2019 at 10:46 PM, CharlieModo said:

So I'm trying to request an ambulance to respond to the scene of a callout with:


Functions.RequestBackup(SpawnPoint, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.Ambulance);

 

It does it successfully but while it is doing it, it makes my game lag a lot like 10fps for about 15 seconds. It is 100% this line of code that is causing the issue as when i changed the moment it requests backup it did not lag until that time so.

 

Thanks for your report. Could you maybe attach a small test project where you are using it for me to test?

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author

@LMShere you go.

 

Primarily on OfficerDown.cs, line 73+ where I am requesting the backup. The more backup units I add, the more it lags. I'm presuming I'm doing something wrong here but I looked at an open source callout on github and they did it the same way on theirs 😕

            //Attach myBlip to mySuspect to show where they are.
            myBlip = myOfficerDown.AttachBlip();
            //
            Functions.RequestBackup(SpawnPoint, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.LocalUnit);
            Functions.RequestBackup(SpawnPoint, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.SwatTeam);
            Functions.RequestBackup(SpawnPoint, LSPD_First_Response.EBackupResponseType.Code3, LSPD_First_Response.EBackupUnitType.Ambulance);

ModoCalloutsBetaZIP.zip

Edited by CharlieModo

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  • Management Team
On 8/22/2019 at 5:13 PM, CharlieModo said:

@LMShere you go.

 

Primarily on OfficerDown.cs, line 73+ where I am requesting the backup. The more backup units I add, the more it lags. I'm presuming I'm doing something wrong here but I looked at an open source callout on github and they did it the same way on theirs 😕

 

I tried your code, it seems fine for me. Perhaps try spacing out the backup requests a bit so they don't both spawn at the same time. Other than that, I am not exactly sure why it is so slow for you.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author

@LMSStrange, I tried delaying them by 5 secs each and it still happened. It's weird because another callout add-on spawns 3 backup just like it and I don't lag. You have no trouble at all with the code?

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  • Management Team
On 8/24/2019 at 9:06 PM, CharlieModo said:

@LMSStrange, I tried delaying them by 5 secs each and it still happened. It's weird because another callout add-on spawns 3 backup just like it and I don't lag. You have no trouble at all with the code?

 

No, it works fine for me. Do you have issues with LSPDFR backup or backup used in other callouts?

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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