Launchers should now spawn on AI if you set the config value to true and
set the spawn percentage correctly.
Launchers will always spawn if you define it in the AI type
Forgot to do _x params instead of implied _this params
Forgot to add groups to allowed types in cleanup manager
Updated pre-packed PBO with latest fixes
FSM should now call all of the functions...
Fixed debug messages for selectmission
Added recursive call for cleanup for typeName ARRAY arguments
Fixed parsing for FillCrate
Fixed script errors and removed some RPT spam from missionsmonitor
Allow groups for missionsuccesstate
Removed debug log for converting data type into array for TargetsKilled
!!!!!
NOTE: The behavior of commands "gunner" and "driver" are not extensively
documented on the wiki. I'm not sure if respect/money increase will work
properly for kills from vehicles! I need to test these commands later
!!!!!
Cleaned up obsolete/already created functions from preInit
Created config values "DMS_BanditMoneyGainOnKill" and
"DMS_BanditRepGainOnKill" and "DMS_RemoveNVG"
OnKilled should now give respect and pop tabs to clients (if configured
to do so).
It should also give the onscreen popup for kills for respect and update
the values on the client (as well as updating the corresponding stats on
the server and database)
Use "MPKilled" EH instead of "Killed" for potential issues with
offloading.
You can now give AI general gear items (like food/drink/meds) per class
Removed old mission files
Added debug logging to AddMissionToMonitor
I accidentally switched _markerDot and markerXtime variables in debug
logging for removemarkers
Added debug logging
invalid params for customgearset doesn't cancel it (since I check every
item before applying it anyways)
renamed optionalgearset to customgearset
Spent a shitton of time setting up SpawnAISoldier.
Highly configurable, with the option of using a custom config.
I will set up the "private" var line, as well as some debug info later.
Increased magazine count for guns spawned in crates