#### September 13, 2015 (11:45 PM CST-America):
* NEW CONFIG VALUES: DMS_MaxAIDistance and DMS_AIDistanceCheckFrequency
* You can now use the above config values to kill AI that flee from
their spawn position. Only "Soldier" AI will be killed.
* Removed "O_HMG_01_F" from AI Static Weapons. AI were pretty useless on
it... unless the AI were facing the right direction.
* Reduced AI count and removed the "playerNear" parameter from
testmission for easier testing.
* NEW: When an AI vehicle gunner is killed, and the driver is still
alive, after a little delay, the driver is then switched to the gunner
seat. You should no longer have AI vehicles with a dead gunner that's
driving around aimlessly :) There is a 5-8 second delay to simulate
reaction time. Then the driver is ejected, then after 1.5 seconds the AI
is then forced into the gunner seat.
* NOTE: The above feature only works when the AI is still local (not
offloaded). If the AI is offloaded, the AI is simply ejected and becomes
a foot soldier.
* AI assigned vehicles are destroyed when the crew is empty. Simulation
is also disabled on them.
* Reduced some of the "params" RPT spam, from DMS_fnc_SetGroupBehavior.
* Tweaked AI Vehicle spawning logic. The AI are initially assigned to a
temporary group and then behavior is set, then they join the assigned
group to prevent overriding behavior of other ground units.
* Non-persistent vehicles should now be fit properly to the terrain.
#### September 14, 2015 (11:00 PM CST-America):
* NEW CONFIG VALUES: DMS_AIVehCleanUpTime, DMS_MinWaterDepth,
DMS_Bandit_Vehicle_MoneyGain, DMS_Bandit_Vehicle_RepGain.
* Changed default value of DMS_Bandit_Static_MoneyGain to 75,
DMS_Bandit_Static_RepGain to 15.
* NEW FUNCTION: DMS_fnc_SpawnAIVehicle.
* You can now spawn AI in vehicles.
* Improved cleanup method for AI in static guns.
* Working on improving OnKilled EH for AI in vehicles.
* FindSafePos should no longer check for parameters if the corresponding
blacklist radius is set to 0.