Added in settings for HERO and Survivor AI with appropriate Variables
based off Bandit AI. Added in AI Kill 2 DB settings and code. Added in
Compatibility for Rank Changes with GR8 Humanity script(not dependant
upon for use of these updates).
Added distance to the party member notification when they kill an AI
The mine created by using "DMS_explode_onRoadkill" is spawned on the
player, so the player can't get away with running an AI over if he/she
simply drives really fast.
* **NEW CONFIG VALUES:**
DMS_SpawnFlareOnReinforcements
DMS_MissionMarkerWinDot_Type
DMS_MissionMarkerLoseDot_Type
DMS_EnableBoxMoving
DMS_BasesToImportOnServerStart
DMS_AI_Classname
DMS_AI_AimCoef_easy
DMS_AI_AimCoef_moderate
DMS_AI_AimCoef_difficult
DMS_AI_AimCoef_hardcore
DMS_AI_EnableStamina_easy
DMS_AI_EnableStamina_moderate
DMS_AI_EnableStamina_difficult
DMS_AI_EnableStamina_hardcore
DMS_AI_destroyStaticWeapon
DMS_AI_destroyStaticWeapon_chance
DMS_ai_SupportedRandomClasses
DMS_random_non_assault_AI
DMS_random_non_MG_AI
DMS_random_non_sniper_AI
* Please check out the new config values in config.sqf to see what they
do :)
* Fixed issue with "thieves" mission (and DMS-spawned persistent
vehicles in general). Big thank you to [JamieKG from Eternal
Gamer](http://eternal-gamer.com/) and Torndeco.
* **New static mission: "slums"**
* Credit for the base goes to [William from Refugees of the
Fallen](http://refugeesofthefallen.enjin.com/)
* Spawns 2 crates at 2 different locations from a list of 5 locations.
* No AI vehicles, only infantry (introduces Close Quarters Combat)
* Added to Altis by default.
* Static bases can now be imported on server startup instead of mission
spawns. Enabled by default for saltflats and slums.
* Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500.
* Removed the Navid from config (MG AI and box weapons).
* Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear
blacklists.
* Edited "blackhawkdown" and "donthasslethehoff" missions to use a
slightly different heli wreck classname.
* Increased marker circle diameter for saltflats mission to 750 meters.
* Moved "DMS_Version" variable assignment to pre-init.
* Moved Map Center and Map Radius assignments to post-init.
* Added support for 2 new optional parameters: _onMonitorStart and
_onMonitorEnd, run before and after the Mission Monitor checks the
mission, but AFTER "Mission Success State" is checked.
* Mines should now be deleted when a mission fails.
* Script optimizations for almost all functions using new command(s)
introduced in ArmA v1.54, as well as improved technique(s).
* "ExileServer_system_garbageCollector_deleteObject" is now used to
actually delete items by DMS_fnc_CleanUp.
* AI and vehicle cleanup should now be completely handled by Exile.
* Added support for mARMA logging.
* **You can now disable the movement/lifting of loot crates after the
mission is complete using "DMS_EnableBoxMoving".**
* Added some debug code to DMS_fnc_FindSafePos and
DMS_fnc_IsValidPosition (commented out by default)
* New group reinforcement type "increasing_difficulty".
* DMS_fnc_IsNearWater now checks for invalid parameter(s).
* DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER
unit-defined respect/tabs.
* You can now define different marker types for mission
completion/failure using "DMS_MissionMarkerWinDot_Type" and
"DMS_MissionMarkerLoseDot_Type" respectively.
* "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well.
It will also now return true if behavior was changed, false otherwise.
* "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now
supports the definition of custom gear sets.
* Improved function documentation for "DMS_fnc_SpawnAIGroup",
"DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier".
* "DMS_fnc_SpawnAISoldier" now supports multiple different random AI
class presets. This means that you can define a certain "random" class
preset, but have it select from a specially defined list that excludes
classes that you don't want.
* Added default values to certain "missionNameSpace getVariable"s in
DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid
definitions.
* Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw
errors when there aren't any).
* **Tweaks to saltflats static mission:**
* AI Vehicle is spawned AFTER the base is spawned (hopefully
limits/prevents it from spawning inside something).
* Before spawning a new crate, any crate (with the same classname) that
potentially exists from a previous mission is deleted first.