code for handling case where the asset is killed at capture/hostage missions was tweaked.
mapsize and center were verified and tweaks for standard arma maps.
Tried to fix case where a nunit ejects because of death or disabled vehicle not prmpting ejection of the body and processing for possible case of empty vehicle.
Added some difficulty-based niforms and weapons for static mission AI.
Trid to make Groups at static missions desplay more of a roaming patrolling behavior on foot and in vehicles.
Rewrote scripts to handle case where all ai in vehicles are dead; moved this code to the AIKilled event handler; tried to fix a bug reported by Tall Man related to crypto zeroing out when you kill AI from aircraft (confirmed) but the issue seems to still persist.
1. fixed issues with vehicles not unlocking when released to players when HC was connected.
2. did a major rework of vehicle monitor and a few other bits of code.
Methods for dealing with a killed asset changed.
After revision, the mission follows normal despawn timers but no loot crate is spawned.
In addition, minor adjustments were made to the load order of mission system modules in blck_init_server.sqf.
fixed an issue with Hostage missions.
Fixed an issue whereby collisions between objects at missions caused them to fly about.
Changed the default for some objects to allow damage which should increase realism and make certain player tasks like loading crates easier.
All types of patrols at static objects now despawn when no player is near.
In addition, vehicle, heli and emplaced weapons crew use the same uniform selections as infantry.
Added ability to pull AI loadouts from CfgPricine (Epoch).
Consolidated code that defines AI Loadout and Airpatrol parameters based on difficulty.
Added code to despawn static AI patrols and track the # of ai alive when infantry are despawned.