0.1.37

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Changelog:
**v0.1.37 (12/07/2016)**

**Tweaked :**

**Updated Mod config.**

**Crew now stay in their vehicle even when under fire.**

**Added SFX for turning Geiger counter on & off.**

**The Altis demo mission is now set in mid-summer (with full moon).**

**All units, editor-placed or spawned, now benefits from the infinite Ammo system.**
**Navigation lights in airports are now disabled.**

**Shorten Stamina Restoration timer.**

**Increased Throwable Flares lifetime.**

**Reduced Weather Overcast during night time.**

**Expanded list of anti-rad protection gear to support all vanilla items (including Apex).**

**Removed DMZ\_delete script (Ravage uses its own functions).**

**Weapons & mags lists are sorted by a calculated "weapon cost" value based on ammo caliber and other parameters.**

**Random selection of weapons & mags for AI & loot system uses Gaussian distribution based on "weapon cost".**

**Bandit groups have a random chance to actively track the nearest player.**

**Players can now choose wich item to burn when creating a fireplace.**

**Added notification when creating a new MP save.**

**Loot on killed players is deleted on respawn.**

**Tweaked loot randomisation to remain consistant with dynamic lists.**

**Using third party weapons with the Equipment Pool module will disable Arma3 weapons entirely.**

**Improved loot system behaviour regarding players in vehicles.**

**Remade stock loot & gear lists, some Apex assets are included by default.**

**Removed random chance to run out of ammo for recruited survivors.**

**Weapon holders can be excluded from the clean-up system with the "owned" variable (ex : this setVariable ["owned", 1]).**

**Optimized zed spawns in the wild.**

**Added new loot containers to the loot system.**

**Fixed :**

**Solved potential config dependencies issues.**

**Fixed relative position of Geiger numerical display (again!).**

**Possible fix for zombies not spawning after a player respawn.**

**Fixed an error when attaching chemlights inside vehicles.**

**Enemy groups not engaging unless sustaining losses.**

**Filling bottles not working on Tanoa water sources.**

**Clean-up functions interfering with ambient anims.**

**Fixed a potential behaviour conflict when recruiting survivors.**

**Friendly survivors were disabled in MP.**

**Zombies weren't spawning in the wild.**

**Vehicle Repair & Scavenge scripts failing to detect vanilla toolkits in player's inventory.**

**Vehicle spawner would spawn too many wrecks per location over time.**

**Fixed an issue with pulsing damage effect.**

**Gear weight influence on animation speed was improved.**

**Zombie sounds are now disabled in Eden editor.**

**Zombies could sometimes be heard giving orders right after spawning.**

**Fixed Error message caused by rvg\_fnc\_init\_save.**

**Zombie Horde Module not spawning any zombies.**

**Zombie Horde Module tagged "SP only" (now MP-compatible).**

**RPT errors generated by zombie attacks on vehicles.**

**New :**

**Optional file "rvg\_Apex" with missions & data related to Tanoa.**

**New demo mission on Tanoa (requires rvg\_Apex and ownership of Arma3 Apex) - WIP.**

**Editor versions of the demo missions added to Optional files.**

**New World Scenes for the Main Menu.**

**Removed Spotlight Videos from the Main Menu.**

**Added a basic trading system, compatible with all supported addons (WIP).**

**Added a "Traders Presence" setting to the Ambiant AI Module.**

**Added a Dynamic Sand Gusts setting to the Atmosphere module.**

**Added "Condition" field to ambiant AI & Zombies modules (repeatedly calculated code, can be used to delay or pause AI spawns - no arguments passed).**

**Added support for Apex Offroads.**

**Added Apex items to the loot system & NPC survivors.**

**Added Apex uniforms to zombies.**

**Added a new "Structures" module allowing to damage buildings and disable street lamps on any terrain (MP only - causes issues in SP).**

**Added Middle-East factions to the Ambiant AI Module.**

**Added presets to the Equipment Pool module (Altis, Chernarus, Takistan, Tanoa).**

**Equipment Pool presets can be applied to dynamically spawned zombies.**

**Added an option for Apex buildings to the Loot System.**