Modified f_setAISkill:
- touches individual skill sets instead of total skill value (values might need tweaking)
- friendly AI for coop are defined in a single array in init.sqf
- removed code redundancy:
main file is now f_setAISkill and f_setAISkillAD or f_setAISkillCOOP are included depending on which parameters do exist (are !nil)
- new function: f_fnc_setAISkill
sets individual skill values for a unit.
adds variable "f_skillarray" to a unit, containing skill levels

- f_setAISkill can differentiate between units that it already modified thus can be run several times in a mission to affect newly spawned AI (alternative would be a loop checking so-and-so often)
- f_fnc_setAISkill can be called for individual units to override skill levels set by f_setAISkill
Made high skill default in description.ext (works better with new skill values).
Replaced f_var_units with allUnits
- looping through vehicles (f_var_units = allunits + vehicles) is unnecessary/wasteful
- by using allUnits (updated periodically by the game) it is easier for the script to affect dynamically generated units
- removes need for the script to wait for f_script_setLocalVars
tweaked values,
improved perfomance (no need to pass units, it will only loop through allUnits as far as necessary)
typofix
Typo fixes

Rewrite:
f_setAISkill is now run server-side (no more unnecessary looping on all clients).
skills are set for all clients using BIS_fnc_MP
updated comments
streamlined setAISkill function
make sure all global variables are made public
back to setVariable
fixed typo
added way to affect only specific units
removed waitUntil (unnecessary)
updated readme.md
- added 2 seconds wait to setTeamColours Component so it isn't overwritten by STHud
- tweaked removeBody Component (allows dynamically created units, more robuts)
- removeBody Component is now disabled by default in init.sqf
minor f_skillSet tweak
weather synching disabled for perfomance reasons
Changed default distance for nametag from 10 to 20
Small tweak to accuracy and shake
tweaked f_nametags
- made font 0.01 larger and decreased opacity to make names more visible
- color and size made global variable and move to top (user definable)
- changed key from being forced to 'T' to being the key 'TeamSwitch' is bound to by default
- key that toggles name tags made global variable and moved to top (user definable)
- script displays hint on which key to toggle 5 seconds into the mission
f_nameTags:
If a client does not have the 'TeamSwitch' key bound the script will default to 'T' for toggling nametags