diag_log format ["[OCCUPATION]:: Giving the server time to start before starting [OCCUPATION] (%1)",time]; uiSleep 30; diag_log format ["[OCCUPATION]:: Initialised at %1",time]; // Shared Config for each occupation monitor maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn minFPS = 8; // any lower than minFPS on the server and additional AI won't spawn scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player useWaypoints = false; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated) debug = true; // set to true for debug log information and map markers if (worldName == 'Namalsk') then { maxAIcount = 80; }; // small map, don't want too many AI especially with random respawn // Occupy Military? _occupyPlaces = true; // true if you want villages,towns,cities patrolled (specify which types of building in occupationMilitary.sqf) _occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf) // Add selected occupation scripts to Exile Threading System if(_occupyPlaces) then { fnc_occupationMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\occupation.sqf"; [300, fnc_occupationMonitor, [], true] call ExileServer_system_thread_addTask; }; if(_occupyMilitary) then { uiSleep 60; // delay the start in case both options are active fnc_occupationMilitaryMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\occupationMilitary.sqf"; [300, fnc_occupationMilitaryMonitor, [], true] call ExileServer_system_thread_addTask; }; diag_log format ["[OCCUPATION]:: threads added at %1",time];