Current version is 2.6 (24.May.2008)

=== Equipment.AI REQUIRES "Extended_EventHandlers" (c) by Solus and Killswitch ===

1. Short VFAI - Equipment.AI Introduction
=========================================
What does it do? VFAI will allow units to scan their immediate environment for bodys and their equipment. If a unit goes below certain ammo levels it will try to snitch a magazine, a grenade or smokebomb here and there. If the unit looses its weapon or does not find ammo in a given time the unit will focus on getting a new weapon as quick as possible. In that case the unit will drop the empty weapon. As of version 2.2 VFAI should automatically detect and handle all weapons types including 3rd party addon weapons.

2. Installation
===============
Put the addon into the addons directory of every machine that runs ARMA in your (multiplayer) network. The addon will automatically determine on which machine it needs to run in the given setup. There will be no interference between local copies.

3. Parameters
=============
As of V2.2 you can use parameters to fine tune the behaviour of VFAI. These parameters are global variables which are being distributed amongst all machines participating in a game (SP/MP). The easiest way for mission makers to control is to define and distribute those variables right at the beginning of the mission. Equipment.AI will wait for 5 seconds to ensure variables are set if needed.

INT VFAI_disable_all	- Equipment.AI will not be run for any unit if "1" (default 0)
INT VFAI_disable_west	- Equipment.AI will not be run for WEST units if "1" (default 0)
INT VFAI_disable_east	- Equipment.AI will not be run for EAST units if "1" (default 0)
INT VFAI_disable_guer	- Equipment.AI will not be run Guerilla units if "1" (default 0)
INT VFAI_disable_civ	- Equipment.AI will not be run civilian units if "1" (default 0)
INT VFAI_dropweapon	- Weapons will be dropped when empty if "1" (default 0)
Usage example: VFAI_disable_civ = 1; publicVariable "VFAI_disable_civ"; - This would disable VFAI_Equipment for all civilians

For easier access to enable/disable options, consider using the control panel addon.


4.How to maintain control 
=========================
By default all units will try to get additional ammo and weapons if available. However, there are several conditions under which Equipment.AI will be paused:
- A STOP command is being issued to the unit
- Unit is mounted in a vehicle
- Unit is busy executing another order
- Unit is marked "Captive" (non-combattant status)
- Unit behaviour is COMBAT ("Danger" command by leader)
- Unit behaviour is STEALTH (in hiding position)
- Addon is set to inactive by control panel user input

5. Revisions
============
2.6 ACE classes dynamically added when ACE is deteced
2.6 Bug resolved (Grenades not taken)
2.5 Added group scope for Equipment.AI, addon can now be turned on and off for groups or globally
2.41 Hotfixes for better inventory browsing, minor drop weapon bug corrected
2.4 Control Panel compatible, bugs resolved, ammo drop function for excess ammo introduced
2.3 Corrected dedicated server bug
2.2 Added compatibility to XEH (Solus' Extended Event Handlers)
2.2 Split Equipment.AI and Smoke.AI into 2 independent addons
2.2 New options included, bugs corrected
2.1 Not released
2.0 Code completely revised and optimized, improvements made


6. Improvements
===============
2.6 ACE compatible
2.5 Group control, optimized some code yet again
2.3 When carrying launchers, units will drop magazines to maintain weaponholder space for rockets
2.3 Units should not get caught in loop anymore when taking weapons (timing issue with Arma engine)
2.2 Units will not drop empty weapons by default anymore
2.2 Units will not dash out of cover (combat behaviour) - see readme for more details!
2.2 Parameters introduced to allow better control of addon (see section 3.)
2.2 Bugs resolved (8,9)
2.1 Bugs resolved (6,7)
2.0 Faster response times, lowered required ammo levels to avoid excessive browsing
2.0 Enabled autodetection and usage of 3rd party weapons and ammo
2.0 VFAI can now be temporarily disabled per unit using the 'setCaptive' command (e.g. put 'this setcaptive true' into init line). As soon as the unit is not "captive" anymore it will resume the script and start collecting again.

== Tell me about any bugs you find ==


(c) 2008 Victor Farbau
