Instead of Marker dots being immediately deleted upon mission completion, their "alpha" is set to 0 so they are effectively "hidden" from players.
This allows the markers to remain after a mission is over for potential usage by other scripts.
Previous (Legacy) implementation was a bit too confusing and potentially lended itself towards poor practice.
Old functionality should still be supported, but you can now define Success/Fail scripts using [_params, _code] instead of having multiple sub-elements with their own parameters and code that turns an already confusing parameter structure into a worse nightmare.
You can now set a variable called "DMS_CrateMoney" on a reward container to set/increase how much money it provides (once the container is actually "filled").
Thanks to Andrew for the idea.
A persistent vehicle's PIN Code is sent via "toast" (and systemChat) to the player who first enters a Persistent Reward Vehicle.
Subsequent players who enter the vehicle should not get any messages.
This way, you can avoid broadcasting the vehicle's code to the entire server if you so desire. You will, however, have to manually adjust mission messages for existing missions to prevent them from broadcasting the code.
New function "DMS_fnc_ShuffleNewArray" for shuffling an array without modifying the original.
New method of using predefined mission locations. The old method will NO LONGER WORK and must be changed.
Moving a bunch of code to DMS preinit because it doesn't need to be postinit.
You can now specify buildings to enable/disable simulation (allowing you to open/close doors) for the old M3E exports. Existing buildings have been updated.
Clients will log to their RPT if an AI has been offloaded to them, regardless of the setting for notifying clients. The setting will now only dictate whether or not they get a message in chat upon offloading.
A couple fixes from PrimusNZ:
Fixed the special mission spawning logic so that the player count limits set are actually accurate.
Fixed the "runaway AI killer" logic so that it actually kills AI that are far away.
Changed DMS_AI_Classname from O_recon_F to O_Soldier_unarmed_F, when Arma is Arma and the AI spawns naked, it uses the default loadout of O_recon_F which has a Katiba with attachments that can be dupe sold in Exile