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Logic improvement, forgot a couple things in readme
* Improved DMS_fnc_FindSafePos when checking for nearby missions - it should now use the proper mission location (if it was given correctly in the parameters for DMS_fnc_CreateMarker) instead of the marker position, which could be offset. Thanks to [Rod Serling](https://github.com/Rod-Serling) for complaining about this "issue" :P Forgot a couple things for the previous patch notes
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@ -65,6 +65,8 @@ _dot setMarkerColor "ColorBlack";
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_dot setMarkerType "mil_dot";
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_dot setMarkerText _text;
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missionNamespace setVariable [format ["%1_pos",_dot], _pos];
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if (_randomMarker) then
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{
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_dir = random 360;
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@ -10,7 +10,7 @@
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*/
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private ["_nearestObjectMinDistance","_maxTerrainGradient","_safePosParams","_validspot","_i","_pos"];
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private ["_nearestObjectMinDistance","_maxTerrainGradient","_safePosParams","_validspot","_i","_pos","_missionPos"];
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params
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[
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@ -71,10 +71,16 @@ while{!_validspot} do
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};
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// Check for nearby missions
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if ((DMS_MissionNearBlacklist>0) && {((_x find "DMS_MissionMarkerDot")>-1) && {((getMarkerPos _x) distance2D _pos)<=DMS_MissionNearBlacklist}}) then
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if (DMS_MissionNearBlacklist>0) then
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{
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_missionPos = missionNamespace getVariable [format ["%1_pos",_x], []];
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diag_log format["Marker %1 has _missionPos: %2",_x,_missionPos];
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if (!(_missionPos isEqualTo []) && {(_missionPos distance2D _pos)<=DMS_MissionNearBlacklist}) then
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{
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throw ("another mission");
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};
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};
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} forEach allMapMarkers;
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// No exceptions found
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@ -52,12 +52,18 @@ if (!hasInterface && !isServer) then
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## Changelog:
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#### September 25, 2015 (11:30 PM CST-America):
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* Improved DMS_fnc_FindSafePos when checking for nearby missions - it should now use the proper mission location (if it was given correctly in the parameters for DMS_fnc_CreateMarker) instead of the marker position, which could be offset. Thanks to [Rod Serling](https://github.com/Rod-Serling) for complaining about this "issue" :P
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#### September 25, 2015 (7:30 PM CST-America):
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* NEW CONFIG VALUES:
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DMS_SpawnMineWarningSigns
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DMS_BulletProofMines
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* You can now manually define the rare loot chance per crate.
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* You can now define the mine amount and radius directly from the call for DMS_fnc_SpawnMinefield.
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* You can now define the classname of the mine to be spawned in the minefield.
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* Mines can now be configured to be bulletproof (AT mines by default will explode when shot).
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#### September 25, 2015 (1:30 AM CST-America):
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