Change log r12:

Added: Radio System - NEW
- Adds simulated military radio sounds (such as ACRE/TFR) to built in VON , the radio will become scramble as the players move away from each others.
- Players will be allowed to use specific radio as Commander will be able to use the command radio, squad leaders the Side radio and all can use the Group, Direct and Vehicle radio.
- Able to define punishment to radio abuser as kick after hot mic for a period a time or for not using the correct radio (as grunt using the commander radio).
- Distinguished beeps for commanders broadcasts.
- Need to be activated and configure by placing the MCC Settings(Radio) module.
- Additional params:
	MCC_VonRadio - activate on/off - must be done before the mission start
	MCC_vonRadioDistanceGlobal - Max distance for Global radio
	MCC_vonRadioDistanceSide - Max distance for Side radio
	MCC_vonRadioDistanceCommander - Max distance for Commander radio
	MCC_vonRadioDistanceGroup - Max distance for Group radio
	MCC_vonRadioKickIdle - Should we kick abusing players
	MCC_vonRadioKickIdleTime - How long before kicking a player who is hot micing.

Added: Pick up kit - NEW
- Using the interaction key on dead body players can pick the entire gear of the dead unit (uniforms, helmet not included).
- Used for PvP match where you want to disable players inventory.

Added: Quick Weapon change - NEW
- Switch weapons using the 1-5 keys. Needed for the ammo-box feature.
	1: Primary Weapon/Handgun
	2: Launcher
	3: Grenades TODO roll grenade
	4: Utility/Explosives
- Added: Quick drop of explosives and utility
- Additional params:
	MCC_quickWeaponChange - Enable/Disable quick weapon change.

- Added: Grenade throw
Added: Personal Ammo-Boxes - NEW
- Added: Personal ammo-boxes that can be carried and dropped using the 4 key.
- Players can approach the ammo box and press the interaction key to resupply ammo for their handgun, launchers and rifles.
- Each box have limited supply and will be deleted once depleted.
- Used for PvP match where you want to disable players inventory.
- Added to the rifleman role in role selection.

Added: Logistics to helicopters - NEW
- While flying above 15 meters and not far from 50 meters from the HQ helicopters pilots can press the MCC interaction key to bring up the logistic interface.
- Helicopters can sling load one crate at a time and deliver it around the battlefield.
- Added: Big supply crates for big transport helicopters. Big supply crates are equal to 4 regular supply crates.
- Added: Taru helicopter's pilots can purchase pods at the HQ.
- Added: Gain XP from logsitics
- Known Issue: With helicopters while slingloading a supply crate to a construction site when the crate hit the ground while slingloaded it may break the game, WORKAROUND - release the crate before it touches the ground.

Added: Medical system - new
MCC_medicDamageCoef 0.1-1
MCC_medicXPmesseges boolean

- fixed: Commander console artillery laser targets and multiple rounds - TODO check
- fixed: Fast rope bugs since Helicopters DLC.
- fixed: Transperent zone when first creating a zone.
- fixed: Access rights module duplicate MCC and didn't work for admins.
- fixed: Cache by default on while spawning units not in zone.
- fixed: Mission Genrator caching and delayed spawning by alawys on - set if you want it on or off from Spawn menu.
- fixed: Cover only worked when enabling cover UI.
- fixed: Cover sitting animation get stuck.
- fixed: Atmoshphere brushes fog disapper.
- fixed: Tauro helicopter not able to sling load after attaching a pod.
- Changed: Cover module changed to Mechanic module so you can define more MCC players' mechanics there
- Chnaged: MCC GAIA settings module include skill for AI from 0-1 instead of rookie/med/vetran
- Changed: MCC interaction key while close to vehicle will quickly get you inside empty position in the vehicle (driver first) while holding the interaction will
let you choose where you want to mount the vehicle.
- Changed: Limted the draggable object weight to 500 k/g
- Added: Role selection to MCC settings module
- Added: Survive mod to MCC settings (mechanics) module
- Added: while role selection is active players won't be able to disassemble static weapons.
- Fixed: Some UI text that wasn't scalable with changing interface size - still it is recommanded to use MCC with interface size - small.
- Added: MCC_ingameUI - turn off for no in-game UI such as above IED: available in the mission settings and the MCC Settings (Mechanics) module.
- Changed: Artillery spread for Commander Console: "PRECISE" = 5m, "TIGHT"=50m, "SCATTERED" =100m, "WIDE" = 150