/* DMS_fnc_FreezeManager Created by eraser1 Determines which AI groups (if any) to "freeze" in order to improve server performance, and will "un-freeze" frozen AI when a player is nearby. This function will also offload AI after "un-freezing" if configured to do so. NOTE: If you want this function to ignore a specific group, then you can set the variable "DMS_AllowFreezing" on the group to false. eg: _group setVariable ["DMS_AllowFreezing",false] */ private _recentlyUnfrozen = []; { if (isNull _x) then { diag_log format["DMS ERROR :: Null Group found in DMS_FrozenAIGroups! Index: %1",_forEachIndex]; DMS_FrozenAIGroups deleteAt _forEachIndex; } else { private _leader = leader _x; if ([_leader,DMS_ai_unfreezingDistance] call DMS_fnc_IsPlayerNearby) then { [_x,false] call DMS_fnc_FreezeToggle; _recentlyUnfrozen pushBack _x; if (DMS_ai_offloadOnUnfreeze) then { [_x, _leader] call DMS_fnc_SetAILocality; }; if (DMS_DEBUG) then { format["FreezeManager :: Un-froze AI Group: %1",_x] call DMS_fnc_DebugLog; }; DMS_FrozenAIGroups deleteAt _forEachIndex; }; }; } forEach DMS_FrozenAIGroups; if (DMS_ai_allowFreezing) then { { if (((count (units _x))>1) && {_x getVariable ["DMS_AllowFreezing",true]} && {!(DMS_ai_freeze_Only_DMS_AI && {!(_x getVariable ["DMS_SpawnedGroup",false])})}) then { private _leader = leader _x; private _group = _x; if (!(isPlayer _leader) && {!([_leader,DMS_ai_freezingDistance] call DMS_fnc_IsPlayerNearby)}) then { [_group,true] call DMS_fnc_FreezeToggle; if (DMS_DEBUG) then { format["FreezeManager :: Froze AI Group: %1",_group] call DMS_fnc_DebugLog; }; // So that we don't check this group for freezing later on. _group setVariable ["DMS_AllowFreezing",false]; }; }; } forEach allGroups; }; // NOW we allow them to be frozen again, so we avoid checking for nearby players TWICE on a group(s) that has just been un-frozen. { _x setVariable ["DMS_AllowFreezing", true]; } forEach _recentlyUnfrozen;