#### 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.
* NEW CONFIG VALUES: ```DMS_GodmodeCrates``` and
```DMS_CrateCase_Sniper```. DMS_GodmodeCrates is pretty self-explanatory
:P
* NEW FEATURE FOR "DMS_fnc_FillCrate": You can now define "crate cases"
in the config (such as "DMS_CrateCase_Sniper"). Passing the "crate case"
name (such as "Sniper") will make the crate spawn with the exact gear
defined in the config. Refer to the testmission.sqf (line 80) and
"DMS_CrateCase_Sniper" config for an example.
* Spawned vehicles will now be LOCKED and INVINCIBLE until the mission
is completed.
* Spawned vehicles spawn with 100% fuel.
* "Fixed" some cases where killing from a mounted gun would reset your
money/respect (maybe).
* Fixed some spelling errors and incorrect names in some of the mission
messages/markers.
* Fixed DMS_fnc_FindSafePos for Bornholm. If you have any issues with
custom maps, please let us know.
* Fixed backpack spawning on the ground behind an AI unit that was
supposed to get a launcher.
* NEW CONFIG VALUES: ```DMS_MarkerPosRandomization```,
```DMS_MarkerPosRandomRadius```, and ```DMS_RandomMarkerBrush```
* With the above configs, you can randomize the marker positions in a
random position around the actual mission center.
* You can also "force" DMS_fnc_CreateMarker to randomize (or not
randomize) the marker position with optional boolean parameter of index
3.
* Changed the default (non-randomized) circle marker "brush". It should
be a solid circle.
* Created new functions ```DMS_fnc_SelectOffsetPos``` and
```DMS_fnc_SelectRandomVal```
* Adjusted a couple functions to use them.
* Fixed ```DMS_fnc_IsNearWater```.
You can have sideChatRequest enabled but it's gonna mess up with the formatted text from the HINT.
Added the new missions to spawn list. The number after the mission name regulates the spawn chance.
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
Created function CleanUpManager
CleanUp will now throw an error for attempting cleanup on non-object
CleanUp now uses CleanUpManager
Use "select" instead of if-else for _safePosParams
Removed "DMS_Mission_Arr is empty" logging because it will spam RPT
Added configurable distance to when cleanup will be aborted for an
object with a player nearby.
Created TargetsKilled function
Rewrite BroadCastMissionStatus (the function was doing the same thing
for each switch case except one, so I just put that in a select
statement)
Created function information for CleanUp.
CleanUp was using "_this" instead of "_x"
Created more/better debug info for CleanUp
Changed calling parameters for FillCrate.
Increased robustness of FillCrate.
Made FillCrate prettier
Created function information for FindSafePos
Created function information for IsPlayerNearByARRAY (deprecated)
Tweaks to MissionStatusCheck:
Created debug log for empty "DMS_Mission_Arr"
Fixed placement of index increase (otherwise deleteAt would remove
incorrect element if it existed)
Created MissionSuccessState
Created logs for RemoveMarkers
Created function information for RemoveMarkers + made it prettier
Created function information for SelectMagazine
Created TargetsKilled
Created FindSafePos
Initialize DMS_MissionCount
Config will be loaded in preInit now
Renamed skills and random skill array
Removed mission_init (we will be using FSM instead)