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)
minor f_skillSet tweak
Small tweak to accuracy and shake
Merge pull request #99 from Wolfenswan/dev-setSkill

Overhauled setAISkill