if (!isServer) exitWith {}; _logDetail = format['[OCCUPATION:Vehicle] Started']; [_logDetail] call SC_fnc_log; // more than _scaleAI players on the server and the max AI count drops per additional player _currentPlayerCount = count playableUnits; _maxAIcount = SC_maxAIcount; if(_currentPlayerCount > SC_scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ; }; // Don't spawn additional AI if the server fps is below _minFPS if(diag_fps < SC_minFPS) exitWith { _logDetail = format ["[OCCUPATION:Vehicle]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; [_logDetail] call SC_fnc_log; }; _aiActive = {alive _x && side _x == EAST} count allUnits; if(_aiActive > _maxAIcount) exitWith { _logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive]; [_logDetail] call SC_fnc_log; }; if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith { if(SC_extendedLogging) then { _logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time]; [_logDetail] call SC_fnc_log; }; }; _vehiclesToSpawn = (SC_maxNumberofVehicles - SC_liveVehicles); if(SC_extendedLogging) then { if(_vehiclesToSpawn > 0) then { _logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) spawning %1 extra vehicle(s) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time]; [_logDetail] call SC_fnc_log; } else { _logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time]; [_logDetail] call SC_fnc_log; }; }; _middle = worldSize/2; _spawnCenter = [_middle,_middle,0]; _maxDistance = _middle; if(_vehiclesToSpawn >= 1) then { _useLaunchers = DMS_ai_use_launchers; _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]); _i = 0; { _okToUse = true; _pos = position _x; _nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location _posNearestMarker = getMarkerPos _nearestMarker; if(_pos distance _posNearestMarker < 2500) exitwith { _okToUse = false; }; if(!_okToUse) then { _locations deleteAt _i; }; _i = _i + 1; sleep 0.2; } forEach _locations; for "_j" from 1 to _vehiclesToSpawn do { private["_group"]; _Location = _locations call BIS_fnc_selectRandom; _position = position _Location; _pos = [_position,10,250,5,0,20,0] call BIS_fnc_findSafePos; // Get position of nearest roads _nearRoads = _pos nearRoads 500; _nearestRoad = _nearRoads select 0; _nearestRoad = position (_nearRoads select 0); _spawnLocation = [_nearestRoad select 0, _pos select 1, 0]; _group = createGroup east; _VehicleClassToUse = SC_VehicleClassToUse call BIS_fnc_selectRandom; _vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"]; _group addVehicle _vehicle; SC_liveVehicles = SC_liveVehicles + 1; SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle]; _vehicle setVariable["vehPos",_spawnLocation,true]; _vehicle setVariable["vehClass",_VehicleClassToUse,true]; _vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true]; _vehicle setFuel 1; _vehicle engineOn true; _vehicle lock 0; _vehicle setVehicleLock "UNLOCKED"; _vehicle setVariable ["ExileIsLocked", 0, true]; _vehicle setSpeedMode "LIMITED"; _vehicle limitSpeed 60; _vehicle action ["LightOn", _vehicle]; // Calculate the crew requried _vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles; { _unitPlaced = false; _vehicleRole = _x select 0; _vehicleSeat = _x select 1; if(_vehicleRole == "Driver") then { _unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier; _unit disableAI "TARGET"; _unit disableAI "AUTOTARGET"; _unit disableAI "AUTOCOMBAT"; _unit disableAI "COVER"; _unit disableAI "SUPPRESSION"; sleep 0.1; if(SC_debug) then { _tag = createVehicle ["Sign_Arrow_Green_F", position _unit, [], 0, "CAN_COLLIDE"]; _tag attachTo [_unit,[0,0,0.6],"Head"]; }; sleep 0.1; _unit assignAsDriver _vehicle; _unit moveInDriver _vehicle; _unit setVariable ["DMS_AssignedVeh",_vehicle]; _unit setVariable ["SC_drivenVehicle", _vehicle,true]; _unit addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"]; _vehicle setVariable ["SC_assignedDriver", _unit,true]; _vehicle addEventHandler ["getin", "_this call SC_fnc_getIn;"]; _vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"]; _vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"]; }; if(_vehicleRole == "Turret") then { _unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier; _unit moveInTurret [_vehicle, _vehicleSeat]; _unit setVariable ["DMS_AssignedVeh",_vehicle]; _unitPlaced = true; }; if(_vehicleRole == "CARGO") then { _unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier; _unit assignAsCargo _vehicle; _unit moveInCargo _vehicle; _unit setVariable ["DMS_AssignedVeh",_vehicle]; _unitPlaced = true; }; if(SC_extendedLogging && _unitPlaced) then { _logDetail = format['[OCCUPATION:Vehicle] %1 added to vehicle %2',_vehicleRole,_vehicle]; [_logDetail] call SC_fnc_log; }; } forEach _vehicleRoles; _group setBehaviour "CARELESS"; _group setCombatMode "BLUE"; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; if(SC_extendedLogging) then { _logDetail = format['[OCCUPATION:Vehicle] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation]; [_logDetail] call SC_fnc_log; }; [_group, _spawnLocation, 2000] call bis_fnc_taskPatrol; _group setBehaviour "AWARE"; _group setCombatMode "RED"; sleep 0.2; clearMagazineCargoGlobal _vehicle; clearWeaponCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; _vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)]; _vehicle addItemCargoGlobal ["ItemGPS", (random 1)]; _vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)]; _vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)]; _vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)]; // Add weapons with ammo to the vehicle _possibleWeapons = [ "arifle_MXM_Black_F", "arifle_MXM_F", "arifle_MX_SW_Black_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F" ]; _amountOfWeapons = 1 + (random 3); for "_i" from 1 to _amountOfWeapons do { _weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom; _vehicle addWeaponCargoGlobal [_weaponToAdd,1]; _magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines"); _vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3]; }; }; }; if(SC_extendedLogging) then { _logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time]; [_logDetail] call SC_fnc_log; };