if (!isServer) exitWith {}; private["_wp","_wp2","_wp3"]; _logDetail = format ["[OCCUPATION Military]:: Starting Monitor"]; [_logDetail] call SC_fnc_log; _maxDistance = 500; // Max radius to scan _maxAIcount = SC_maxAIcount; _minFPS = SC_minFPS; _useLaunchers = DMS_ai_use_launchers; _scaleAI = SC_scaleAI; _buildings = SC_buildings; // Class names for the military buildings to patrol _building = []; _currentPlayerCount = count playableUnits; if(_currentPlayerCount > _scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ; }; // Don't spawn additional AI if the server fps is below _minFPS if(diag_fps < _minFPS) exitWith { _logDetail = format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; [_logDetail] call SC_fnc_log; }; _aiActive = { !isPlayer _x } count allunits; if(_aiActive > _maxAIcount) exitWith { _logDetail = format ["[OCCUPATION Military]:: %1 active AI, so not spawning AI this time",_aiActive]; [_logDetail] call SC_fnc_log; }; { _okToSpawn = true; Sleep 0.1; _foundBuilding = _x select 0; _location = getPos _foundBuilding; _pos = [_location select 0, _location select 1, 0]; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION Military]:: Testing position: %1",_pos]; [_logDetail] call SC_fnc_log; }; while{_okToSpawn && !isNil "_pos"} do { // Percentage chance to spawn (roll 80 or more to spawn AI) _spawnChance = round (random 100); if(_spawnChance < 80) exitWith { _okToSpawn = false; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION Military]:: Rolled %1 so not spawning AI this time",_spawnChance]; [_logDetail] call SC_fnc_log; }; }; _safePos = [ _pos ] call SC_fnc_isSafePos; if(!_safePos OR isNil "_safePos") then { _okToSpawn = false; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION Military]:: %1 determined as an unsafe position to spawn AI",_pos]; [_logDetail] call SC_fnc_log; }; }; // Don't spawn additional AI if there are already AI in range _aiNear = count(_pos nearEntities [DMS_AI_Classname, 500]); if(_aiNear > 0) exitwith { _okToSpawn = false; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear]; [_logDetail] call SC_fnc_log; }; }; if(_okToSpawn) then { ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get AI to patrol the area ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _aiCount = 2 + (round (random 1)); _groupRadius = 200; _difficulty = "random"; _side = SC_BanditSide; _spawnPosition = _pos; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; if(!SC_useWaypoints) then { DMS_ai_use_launchers = false; _group = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup; DMS_ai_use_launchers = _useLaunchers; { _unit = _x; [_unit] joinSilent grpNull; [_unit] joinSilent _group; _unitName = ["bandit"] call SC_fnc_selectName; if(!isNil "_unitName") then { _unit setName _unitName; }; reload _unit; if(SC_debug) then { _tag = createVehicle ["Sign_Arrow_Blue_F", position _unit, [], 0, "CAN_COLLIDE"]; _tag attachTo [_unit,[0,0,0.6],"Head"]; }; }foreach units _group; [_group, _pos, _groupRadius] call bis_fnc_taskPatrol; _group setBehaviour "STEALTH"; _group setCombatMode "RED"; } else { DMS_ai_use_launchers = false; _group = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup; DMS_ai_use_launchers = _useLaunchers; { _unit = _x; [_unit] joinSilent grpNull; [_unit] joinSilent _group; _unitName = ["bandit"] call SC_fnc_selectName; if(!isNil "_unitName") then { _unit setName _unitName; }; if(SC_debug) then { _tag = createVehicle ["Sign_Arrow_Blue_F", position _unit, [], 0, "CAN_COLLIDE"]; _tag attachTo [_unit,[0,0,0.6],"Head"]; }; }foreach units _group; [ _group,_pos,_difficulty,"STEALTH" ] call DMS_fnc_SetGroupBehavior; _buildings = _pos nearObjects ["house", _groupRadius]; { _buildingPositions = [_x, 10] call BIS_fnc_buildingPositions; if(count _buildingPositions > 0) then { _y = _x; // Find Highest Point _highest = [0,0,0]; { if(_x select 2 > _highest select 2) then { _highest = _x; }; } foreach _buildingPositions; _spawnPosition = _highest; _i = _buildingPositions find _spawnPosition; _wp = _group addWaypoint [_spawnPosition, 0] ; _wp setWaypointBehaviour "AWARE"; _wp setWaypointCombatMode "RED"; _wp setWaypointCompletionRadius 1; _wp waypointAttachObject _y; _wp setwaypointHousePosition _i; _wp setWaypointType "MOVE"; }; } foreach _buildings; if(count _buildings > 0 ) then { _wp setWaypointType "CYCLE"; }; }; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _logDetail = format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition]; [_logDetail] call SC_fnc_log; if(SC_mapMarkers) then { _marker = createMarker [format ["%1", _foundBuilding],_pos]; _marker setMarkerShape "Icon"; _marker setMarkerSize [3,3]; _marker setMarkerType "mil_dot"; _marker setMarkerBrush "Solid"; _marker setMarkerAlpha 0.5; _marker setMarkerColor "ColorRed"; _marker setMarkerText "Occupied Military Area"; }; _okToSpawn = false; }; }; }foreach SC_completeMilitaryList; _logDetail = "[OCCUPATION Military]: Ended"; [_logDetail] call SC_fnc_log;