I've tried searching for this issue as it seems like if it is happening to me someone would have run into the same problem already but apparently not. Basically I am trying to make a mission using Alive virtual ai system for caching and such but have shied away from using other modules as they never really worked out for me on this particular mission.
So basically on Malden 2035 I am placing down patrolling units(often with randomized waypoints using placement radius) and it seems to work fine at the start, using virtualize all except sync, the groups are functioning as intended it seems using Virtual ai system debug. They go through their waypoints and then go back to the first one and restart. The problem is that after a while with them still virtualized, framerate will begin to drop heavily, and zooming over to them in zeus mode will show that some(may be all) of these patrolling groups are getting duplicate cycle waypoints corresponding to the number of times they've gone through their patrol. So if the waypoint should look like this:
MOVE
MOVE
MOVE
MOVE
CYCLE
it will end up looking like
MOVE
MOVE
MOVE
MOVE
MOVE
MOVE
MOVE
MOVE
MOVE
MOVE
MOVE
MOVE
CYCLE
CYCLE
CYCLE
CYCLE
What's worse is that some units, seems to be single unit patrols often, will have a large number of move waypoints, no cycle, and the move waypoints will be continuisly added infinitely it seems. So seeing as how I can't find anyone else having this issue, is it just not common to use ALiVE to virtualize pre place units like I am doing in this mission, is this a known bug, or am I maybe doing something wrong? At first I thought maybe it was VCOM AI doing it because I had recently installed it but after removing it and doing further testing it seems to do the same thing. Anyways if I can't find a fix I will just have to go with another scripting solution for caching units I suppose and just drop ALiVE for this mission.