1. Using "_units = blck_liveMissionAI select (_i - 1);" could cause undefined behaviour if removing entries from array inside this loop.
So always deleteat 0, but pushback if delete is not wanted / needed
2. Check first, if the AI is dead. If so, skip cleanup, so players can loot the corpse
Fixed issues with headless clients.
cleaned up code for monitoring vehicles; added some credits and licensing information; removed some comments that were not necessary.
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.
disabled HC by default.
corrected a type in calls to the HC monitor.
Revereted to the default (empty) blck_custom_config
Updated Epoch-specific configs to those provided by Grahame.