GAIA included

included GAIA functionality
GAIA Operational
Fixed GAIA not called correctly

- Added GAIA call to units (was groups only)
- Added Boat Patrol, Boat attack
- Fixed Mission Wizard Vehicle Call (behavior for vehicles was
incorrect)
Fixed Declarion Faults

Getvariable null defaults of wrong type
Added Fortify Command

Fully functional fortify command from menu. Needs some work. (when no
building)
Improved Fortify

AI behaviour like fsm and target switched on
Fortify seems to be cancelled by GAIA during combat (needs work)
Futher Improved Fortify

Stripped the fortify script and remove CQC
Removed deviding over groups by script
Removed a lot of other  'no use for us' functionality
Initial helicopter DoAttack move implemented

Helicopters will now DoWait at a hidden helipad location, until they get
a DoAttack Orders. This creates the first simple CAS mode for them.
Latest commit for update on shays side
zone added to fnc_spawn_Static
Merge branch 'master' of https://github.com/shaygman/mcc_sandbox.Altis into GAIA
Mission Generator Artillery and Mortar moved to GAIA
Transport Rest Time Increased (was low for testing)
Foundation for improved transportation system

Seperated the calls to Tank, Heli and Car.
Next in line is creating transporation for attack orders.
Made a debug info

Temporary see the cycles gaia makes by : vlag getVariable
["GAIA_cycle",0]
Update gaia_init.sqf
Updated transportation
Resetted addon requirements
Units, NOT under GAIA control, do Attack when in a GAIA zone
Final change