## VEMF Changelog
#### `v0742.0`
*Server-side*
**[ADDED]** New mission "BaseAttack"!
**[ADDED]** "logCowardKills" option to config.cpp | logs information to RPT if player kills a parachuting AI
**[CHANGED]** params of several functions
#### `v0741.5`
*Server-side*
**[ADDED]** separate sqf file for handling respect
**[ADDED]** separate sqf file for handling kill messages
**[CHANGED]** Order of config classes in config.cpp
**[FIXED]** "failed to get respect from" error if killer has negative respect
**[FIXED]** script error related to fn_placeMines.sqf
**[IMPROVED]** Overal code performance and speed
#### `v0741.4 HOTFIX`
*Server-side*
**[FIXED]** "Failed to load AI's inventory" error related to AI Static spawns
#### `v0741.4`
*Server-side*
**[ACTUALLY FIXED]** static AI spawns not working
#### `v0741.3`
*Server-side*
**[FIXED]** static AI spawns not working
**[FIXED]** no respect gain when killing with Pawnee
**[FIXED]** unreliable detection of roadkills
**[IMRPOVED]** fn_aiKilled's code
#### `v0741.2 HOTFIX`
*Server-side*
**[FIXED]** spawnStaticAI broken since v0741.1
#### `v0741.2`
*Server-side*
**[CHANGED]** Some functions are now not a function anymore
**[CHANGED]** CfgPatches and CfgFunctions now have their own separate file
**[FIXED]** hasLauncherChance was not working at all
**[IMPROVED]** Overall variable structure
**[IMPROVED]** Loggin feedback in RPT. Was sometimes too cryptic
#### `v0741.1`
*Server-side*
**[FIXED]** .50cals not being deleted
*Client-side*
**[CHANGED]** newer code
*NOTES: Completely remove the current client-side VEMFr stuff from your mission file and install the new files*
#### `v0.741`
*Server-side*
**[NEW]** config_override.cpp which provides easy custom settings to be applied without ever needing to re-apply them every time there is a new VEMFr update.
**[ADDED]** option to enable/disable helicopter patrol at DynamicLocationInvasion missions
#### `v0740.30`
*Server-side*
**[ADDED]** Option to prevent AI from having TWS (thermal) scopes
**[CHANGED]** Order of config settings from being a total mess to being alphabetically sorted.
#### `v0740.27`
*Server-side*
**[ADDED]** More advanced ammo distribution system for AI units
**[FIXED]** Sometimes no .50 cals at missions
**[FIXED]** "Error: no vehicle" when killing AI with Helicopter
**[CHANGED]** A few comments in config.cpp to improve clearness
#### `v0740.19`
*Server-side*
**[ADDED]** Option to enable/disable respect punishment for roadkilling AI
**[ADDED]** Option to remove "toolbelt" items like GPS, Radio, Map and Compass from AI
**[ADDED]** New options class to control AI cleanup-related settings
**[ADDED]** AI units now randomly have random weapon attachments
**[NEW]** Config.cpp does NOT use -1 anymore to disable things. It is now 0 instead.
**[CHANGED]** Config.cpp option comments
**[CHANGED]** On roadkill, kill message shows [Roadkill] instead of vehicle used
**[IMPROVED]** Overall code performance and use of newer commands
**[FIXED]** Mines are not working
**[REMOVED]** fn_random.sqf, replaced by selectRandom command https://community.bistudio.com/wiki/selectRandom
#### `v0740.6`
*Server-side*
**[CHANGED]** BIS_fnc_param replaced by new param command
**[CHANGED]** Blacklist method for locations. separate classes for each map for easier use
*Client-side*
No Changes.
#### `v0732.8`
*Server-side:*
**[ADDED]** AI static spawns
**[ADDED]** fn_aiKilled: now shows the name of vehicle used to road-kill an AI
**[ADDED]** fn_checkLoot: RPT log message if loot validation is enabled but no debug allowed
**[IMPROVED]** Descriptions and naming of config values
**[IMPROVED]** fn_aiKilled: now shows killer [weapon, range] victim
**[IMPROVED]** fn_log: is now faster and much more simple
**[FIXED]** fn_aiKilled: if killer using vehicle gun, it shows the primaryweapon of the killer instead of the vehicle turret as the weapon used
**[CHANGED]** Mission complete logs now show the name of location in which the mission was
**[CHANGED]** Name of pbo is now all lowercase
*Client-side:*
**[CHANGED]** mission notification messages now have VEMFr as tag instead of the old VEMF tag
#### `v0730.21`
**[REMOVED]** Medikit and toolkit from loot crate(s)
#### `v0730.20`
**[ADDED]** Option to control the classname of the AI units
**[ADDED]** Automatic detection of AI unit's side to make sure they get put into a correct group type
#### `v0730.15`
**[ADDED]** Option enable/disable the ability to lift loot crate
#### `v0730.14`
**[FIXED]** Loss of respect when using vehicle turret
**[FIXED]** Server-side script error caused by killTheLights
#### `v0730.2`
**[NEW]** refreshed mission notification with new animations
**[FIXED]** difficult to see quickly if mission message means new one or a defeated one
**[FIXED]** network load peak and fps lag when mines are placed by mission
**[CHANGED]** server-side message broadcasting to accommodate for including the notification type in the broadcast
#### `v0729.1`
**[CHANGED]** increased detection speed of players for triggering missions from 200 to 250
**[REMOVED]** any usage of playableUnits command
**[REMOVED]** any checks for the player's side
**[FIXED]** old stuff in fn_checkLoot.sqf
**[FIXED]** mission amount can go beyond the limit
**[FIXED]** fn_playerCount.sqf: unreliable detection of player amount
**[FIXED]** VEMF_Reloaded started anyway without the actual amount of minimal players to be ingame
**[IMPROVED]** fail-safe "if checks" in fn_missionTimer.sqf
#### `v0728.6`
**[FIXED]** Instabilities in spawning/despawning of missions
**[FIXED]** First mission does not timeout
**[ADDED]** Option to blacklist certain buildings using their classnames
**[NEW]** Each DynamicLocationInvasion mission type has its own marker color
#### `v0727.15`
**[FIX ATTEMPT]** Missions not spawning anymore under very specific conditions
#### `v1.0727.13`
**[FIXED]** fn_loadInv not working for the bad guys
**[FIXED]** random missions not working if mission announcements were disabled
#### `v1.0727.11`
**[FIXED]** Missions stop spawning after a certain amount of time
#### `v1.0727.9`
**[ADDED]** Option to disable/enable mission announcements
#### `v1.0727.3`
**[CHANGED]** Exile_VEMF is now called Exile_VEMF_Reloaded because the original creator of VEMF is proceeding on VEMF
**[ADDED]** S.W.A.T. AI
**[ADDED]** Option to send kill messages only to the killer (@KillingRe)
#### `v1.0725.6`
**[NEW]** Option to control deletion of .50 cals when mission done
**[IMPROVED]** Respect reward system
**[FIXED]** Players getting respect if AI kill other AI
#### `v1.0724.1`
**[NEW]** Option to control distance between each mission
**[CHANGED]** Server-side folder is now called Exile_VEMF
#### `v1.0723.1 HOTFIX`
**[FIXED]** fn_aiKilled.sqf: error Undefined variable in expression unit
#### `v1.0722.15`
**[NEW]** Player now get reputation for killing AI. Dynamically increases depending on kill distance
**[FIXED]** Unstable fn_random.sqf
#### `v1.0721.15`
**[NEW]** AI will now spawn in houses
**[NEW]** Mounted (bipod) .50 cals in/on houses if enabled
**[ADDED]** Option to enable/disable AI "Cop mode"
**[CHANGED]** fn_spawnAI.sqf to allow spawning in houses
**[TWEAKED]** fn_loadInv.sqf
#### `v1.0721.1`
**[FIXED]** fn_spawnAI.sqf: Suspending not allowed in this context, line 72
#### `v1.0720.6`
**[NEW]** Automatic removal of loot crate marker when player gets close
**[ADDED]** Option to enable/disable mission markers
**[ADDED]** Ability to put `maxGlobalMissions` on -1. Disables the mission limit
**[ADDED]** Exile default safe zones to mission blacklist positions
**[ADDED]** Option to enable/disable loot crate markers
**[ADDED]** Option to enable/disable loot crate parachute spawn
**[ADDED]** Option to enable/disable loot crate visual smoke/chemlights
**[ADDED]** Option to enable/disable loot crate spawn sound (once)
**[ADDED]** Logging of successfull removal/exploding of mines
**[ADDED]** Code changes to fn_missionTimer.sqf to allow ignoring of global mission count
**[ADDED]** Code changes to DLI mission to prevent removal of non-existing mission marker
**[CHANGED]** several config options from negative to positive
**[CHANGED]** Default debug mode from 2 to 0 (errors only)
**[CHANGED]** AI difficulty config now less lines
**[CHANGED]** AI Veteran and Harcore difficulty increased
**[CHANGED]** Mines are now switched off by default
**[CHANGED]** Default mine removal mode is now explode
**[CHANGED]** fn_loadLoot.sqf: now empties the crate instead of the mission itself
**[FIXED]** Error in expression fn_findPos.sqf
**[FIXED]** Error in expression fn_loadInv.sqf with specific set of config settings
#### `v1.0719.10`
**[ADDED]** Option to enable/disable the placement of a marker on the loot crate
**[ADDED]** Attempt to fix the floating crate problem
**[ADDED]** Fail-safety for fn_checkPlayerPresence.sqf
**[ADDED]** Fail-safety for fn_placeMines.sqf
**[ADDED]** Fail-safety for fn_spawnAI.sqf
**[CHANGED]** Default value of `validateLoot` from 1 to -1
**[REMOVED]** Option to enable/disable sound on the loot crate
**[FIXED]** Mines not removing or exploding
**[FIXED]** Structure error in fn_findPos.sqf
#### `v1.0718.11`
**NOTE:** VEMFclient code has been changed!
**[ADDED]** AI difficulty presets
**[CHANGED]** Default cleanMines setting changed from 2 to 1
**[CHANGED]** fn_broadCast.sqf for new broadcast system
**[CHANGED]** fn_loadLoot.sqf: fail-safety removed
**[CHANGED]** fn_spawnAI.sqf: implementation of AI difficulty presets
**[CHANGED]** Veteran AI difficulty lowered. Too close to aimbots
**[FIXED]** Duplicate spawns on locations
**[FIXED]** Player getting side ENEMY for attacking AI
**[FIXED]** Loot crate not falling down
**[FIXED]** Loot crate not making a sound
#### `v1.0717.7`
**[FIXED]** No loot in crate
**[FIXED]** AI not shooting at player
#### `v1.0716.14`
**[NEW]** VEMF ported to Exile :)