### NOTE: It is heavily suggested that you use [The Unofficial Exile v0.9.19 SP3](http://www.exilemod.com/topic/169-download-link-for-banana-sp3/?do=findComment&comment=961) with DMS, as it will resolve several issues. [Also look at the first part of this comment](http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=920)
If you are using infiSTAR and want to keep ```_CGM = true;```, then set ```_UMW = true;```, and add ```DMS_MissionMarkerCircle```, ```DMS_MissionMarkerDot``` to ```_aLocalM```,
* New functions: "DMS_fnc_CalcPos" and "DMS_fnc_ImportFromM3E".
* You can now import bases from Maca's awesome M3 Editor! Simply create the file under the "objects" folder, then call "DMS_fnc_ImportFromM3E"! Refer to the new "mercbase" mission as an example.
* "DMS_fnc_ImportFromM3E" supports static position (make sure you pass [0,0,0] as the second parameter), relative position, as well as bank/pitch. In addition, you get parameter parsing, just like any other DMS function, so if you're messing around with stuff and make a mistake, it will tell you ;)
* You can now specify which gun that an static AI spawns with.
* NEW CONFIG VALUES: ```DMS_GodmodeCrates``` and ```DMS_CrateCase_Sniper```. DMS_GodmodeCrates is pretty self-explanatory :P
* NEW FEATURE FOR "DMS_fnc_FillCrate": You can now define "crate cases" in the config (such as "DMS_CrateCase_Sniper"). Passing the "crate case" name (such as "Sniper") will make the crate spawn with the exact gear defined in the config. Refer to the testmission.sqf (line 80) and "DMS_CrateCase_Sniper" config for an example.
* Spawned vehicles will now be LOCKED and INVINCIBLE until the mission is completed.
* Spawned vehicles spawn with 100% fuel.
* "Fixed" some cases where killing from a mounted gun would reset your money/respect (maybe).
* Fixed some spelling errors and incorrect names in some of the mission messages/markers.
* Fixed DMS_fnc_FindSafePos for Bornholm. If you have any issues with custom maps, please let us know.
* Fixed backpack spawning on the ground behind an AI unit that was supposed to get a launcher.
* Added static AI! The "donthasslethehoff" mission has them included by default. :D
* New config values: ```DMS_Bandit_Static_MoneyGain``` and ```DMS_Bandit_Static_RepGain```.
* Future-proofed ```DMS_fnc_OnKilled```. As a result, "DMS_BanditMoneyGainOnKill" is now ```DMS_Bandit_Soldier_MoneyGain```, and "DMS_BanditRepGainOnKill" is now ```DMS_Bandit_Soldier_RepGain```.
* Added config value ```DMS_ai_disable_ramming_damage```. Check the comment for more info :)
* Removed config value "DMS_ai_static_skills"
* Randomized vehicle spawn position for "cardealer" mission.
* NOTE: If you use custom ```DMS_fnc_SpawnAISoldier``` calls, you will have to update your calling parameters! Make sure you add "Soldier" at the end of the array, or before ```_customGearSet``` if you're using it!
* Added ```_launcher``` option for ```_customGearSet``` in ```DMS_fnc_SpawnAISoldier```. NOTE: This changes the order of the gearset parameters for the AI. ```_launcher``` is between ```_items``` and ```_helmet```! Use empty string ```""``` if you don't want any launcher on the AI unit.
* Improved crate handling by DMS. You can now spawn multiple crates with different loot, or simply no crates at all. (REQUIRES FILE CHANGES FOR EACH MISSION)
* Accounted for case sensitivity in switch-do statements for SpawnAISolder.
* Decreased default amount of money/respect gain on AI kills (Used to be 100 poptabs and 25 respect, it is now 50 poptabs and 10 respect)
* Define functions in config.cpp. This resulted in ALL FILES being changed to some degree.