* CONFIG VALUES: Changed "DMS_MissionTypes" to "DMS_BanditMissionTypes"
* Renamed some variables to "future-proof" them
* Placed all current missions under "bandit" subfolder to for easier
future integration.
* Created function "DMS_fnc_SpawnBanditMission" to handle bandit mission
spawning (makes it easier to spawn missions via admin console).
* Attached vehicle eventhandlers to DMS-spawned non-persistent vehicles.
* Fixed the "lock" option appearing on DMS-spawned vehicles.
* NEW CONFIG VALUE: "DMS_ai_offload_Only_DMS_AI"
* You can use "DMS_ai_offload_Only_DMS_AI" to offload only AI spawned by
DMS. This should resolve any issues with other mission systems from DMS.
* Increased "DMS_playerNearRadius" from 75 meters to 100 meters.
* You can now define "absolute" mission conditions. If this mission
condition is met, it immediately counts the mission as completed. Add
"true" after the completion argument to turn it into an "absolute" win
condition.
* Added compatibility with RS_VLS by [Rod
Serling](https://github.com/Rod-Serling).
* NEW CONFIG VALUE: "DMS_HideBox".
* Loot vehicles cannot be lifted, pushed, or damaged until the mission
is completed successfully. Then the vehicle will be added to the Exile
simulation monitor.
* AI in vehicles will be automatically ejected on death.
* Another potential fix for launchers not despawning off of AI
sometimes.
* When an AI gunner from an armed ground vehicle is killed, the driver
will be switched to the gunner seat after 5-10 seconds. This prevents
the driver from driving around aimlessly and trolling.
* The above feature should now also work on AI that have been offloaded
now (doing so was a major, major pain in the ass, and is the reason why
there was no update yesterday).
#### 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.
* 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.