if (!isServer) exitWith {}; _logDetail = format ["[OCCUPATION Static]:: Starting Monitor"]; [_logDetail] call SC_fnc_log; private["_wp","_wp2","_wp3"]; _middle = worldSize/2; _spawnCenter = [_middle,_middle,0]; // Centre point for the map _maxDistance = _middle; // Max radius for the map _maxAIcount = SC_maxAIcount; _minFPS = SC_minFPS; _scaleAI = SC_scaleAI; _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 Static]:: 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 Static]:: %1 active AI, so not spawning AI this time",_aiActive]; [_logDetail] call SC_fnc_log; }; // Create the static AI if(!isNil "SC_staticBandits") then { [SC_staticBandits,"bandit"] call SC_fnc_spawnStatics; }; if(!isNil "SC_staticSurvivors") then { [SC_staticSurvivors,"survivor"] call SC_fnc_spawnStatics; }; _logDetail = "[OCCUPATION Static]: Ended"; [_logDetail] call SC_fnc_log;