Beginnings of civ friendly IEDs.

WEST will have to have a mine detector and be on foot to get a 20meter
detection radius.  Toolkit necessary to defuse (undecided whether it
should be consumed in defusing)
Driving within 10m of the IED will set it off.  Blast will be
non-discriminatory, but only a vehicle with a WEST inside can set it
off.
This is not complete or working yet.
Refining the IED code: client<->server comms

A little heavy lifting, global variables, BIS_fnc_MP calls, etc....
Not ready for testing yet.
Changing over to use actual mine.

Not ready for test yet.
Glueing IEDs into the game.

Ready for first pre-alpha testing.  IEDs presently not illegal, no
reward for defusing, and only available in cop store (in the frozen
vegetable section).
Doesn't work yet.  Small typo fix.

Planting an IED nukes normal keyboard entry and doesn't put anything
visual into location.
Hooked into server init.

Had neglected to call initIEDserver.sqf.  Added a lot of commenting to
files.  Made sure mine position was same as camoflage location.
Barely working

Lots of changes.
IEDs are ready for alpha testing.  COPS only.

For testing, a cop can buy an IED for 10k in the cop store and place it.
Disabling IEDs will get you a briefcase of IED evidence worth 50k.  Or
you can run over it with your car ... at your own risk.
Rebel Item Shop now Working

Only sells IEDs, but they will make a huge impression.
Merge pull request #32 from jwo7777777/Rebel-Shop

Live Server 0.0.1