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Question on long scripts and lag

Hi, just wanted to ask, have there been cases where even efficiently written scripts (BS and CBS scripts, specifically) were so long and did so many things at once that they caused real-time battle to lag significantly, even when the game was run on a modern and recent computer?

If you can give some specific examples, I would be delighted to hear them. I have this concern because my game, which I am developing with a partner and in the future with a programmer, is nearing the production stage.
In the process of planning the game I devised an idea for a CBS that I don't want to fully describe yet, but from what I understand it will probably require, relatively speaking with regards to many other CBSes, a very long script.

I apologize if this question has been addressed before.
 

Zeriab

Sponsor

The length of the script itself is insignificant unless you are beginning to talk half a million lines.
In practice this means that it's not the length of the script which matters.
The amount of lines processed each frame matters much more. Naturally some lines take longer than others.

Having a long script does increase the likelihood of slowdown, but the order of complexity of the algorithms used are far more significant.
You can perfectly fine have a 100 lines script which is much slower than processing 10k lines.

In essence the length of the script doesn't matter in all but the most extreme cases. (Having too many lines in a single section can make it slow to open that section in the editor. I find it begins to slow down at around 50k lines)

*hugs*
 

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