Do You Even Lift?
for Arma 3
v0.3

by Drongo
23 October 2024

My Discord: https://discord.gg/XSRHPEd
My YouTube channel: https://www.youtube.com/channel/UCrZtKPYPS9iYzu1EAzTLYgg


REQUIREMENTS
Arma 3
CBA for Arma 3

Improved interaction with objects, units and the environment in Arma 3.

OVERVIEW
Pick up, carry and drop objects and injured men
Objects (such as crates) can be loaded to/unloaded from vehicles
Easy vehicle in vehicle support through a dialog
Vehicle towing
Open and close doors on any properly configured vehicle through a dialog
Paradrop vehicles and objects from Blackfish and other properly configured aircraft
Move, load and stack sandbags and H-barriers to build fortifications
Place statics and sandbags on trucks for a DIY technical
Improved grenade aiming system (aim assist, dropping at feet, pick up and re-throw)
AI interaction (talk, restrain, move, drag from car, custom scripts)
Arrest enemies and civilians
Move into any vehicle position
Customize vehicle animations (when near repair vehicles)
Player menu in inventory with options such as animations, clear grass, clear foliage, attaching throwables and custom options
Active inventory (click on an item to use it) with full customization
Incremental door opening/closing
Default actions such as using matches to start a fire or drinking to restore stamina (DMP/ACE items supported)
Drag boats in/out of water
Dynamic conversation dialogs
Digging
Survival system
Tested on a dedicated server

The default key is shift-c. While carrying, the player will sling their weapon and be forced to walk. Most vehicles, heavy objects, map objects and uninjured men can not be carried. Dead bodies can not be carried due to an engine limitation.


DEFAULT KEYS
Shift-c:			General key
Alt-c:				Player menu
Alt-a:				Arrest
Shift-pgup/pgdn:	Tilt carried object
Shift-LMB:			Throw carried object


BASIC USE
Look at the target object.
Press the DYEL key (shift-c by default) to pick the object up.
Press the DYEL key again to drop the object.
Dropped objects will be placed at the same height (getPosATL) as the player in most cases.
Objects dropped on/in vehicles will try to find a suitable surface to rest on.
Object carry height can be adjusted with shift-up arrow and shift-down arrow.
Object rotation can be adjusted with shift-left arrow and shift-right arrow.
Object tilt can be adjusted with shift-page up and shift-page down.


PICKUP RANGE
The range at which things can be picked up can be changed with:

missionNamespace setVariable["dyelRange",2,TRUE];

Change 2 to the desired value.


VEHICLE IN VEHICLE
Look at the target vehicle (or board it).
Press the DYEL key.
On the left is a list of doors on the vehicle, double-click to open/close them.
In the middle is a list of vehicles/crates loaded on the vehicle, double click to unload them.
On the right is a list of vehicles/crates that can be loaded on to the vehicle, double click to load them.
If the target vehicle is a Blackfish or Xi'an, the rear ramp must be open.
When loading, the target vehicle and the cargo must both be stationary.
If unloaded while an aircraft is airborne, the cargo will automatically paradop.


REBINDING KEYS
Escape > Options > Controls > Configure Addons > Drongo's DYEL


CBA OPTIONS
You can toggle debug and systemChat messages:
Escape > Options > Addon Options > Drongo's DYEL


MANUAL LOADING INTO VEHICLES
Loading objects into vehicles requires a flat space to place the object upon. If vehicles are closed, it is not possible to load into them manually.


NOTES
Sometimes it can be difficult to "hit" the target object with the command, use trial and error.
Some objects may clip through objects.
Some objects may float when placed on vehicles.
Depending on vehicle and object size, objects may sometimes be placed on the roof of the vehicle.
Objects dropped in vehicles are attached with attachTo.
Objects dropped in vehicles have their simulation disabled (except static weapons).
Objects dropped on the ground have their simulation enabled.
Picking up an object detaches it from any attached objects.
There is some overlap with some ACE functions. I do not use ACE, but feel free to branch DYEL with such features removed (in accordance with the license).
When unloading through the dialog, try to keep the area to the rear of the vehicle as clear as possible.


SYSTEM CONTROL
The system can be disabled at any time with this code on the client:
dyelEnabled=FALSE;

Weight limits for objects can be removed with this code: waitUntil{!isNil"dyelWeightLimit"};dyelWeightLimit=999999;publicVariable"dyelWeightLimit";

For a more permanent solution, edit DYEL\Scripts\Start.sqf, change dyelWeightLimit to whatever you want and recompile.


GRENADES
AIM ASSIST  (WIP) (thanks to Leopard20 for his help with this)
Shift-Z opens a visual representation of the approximate grenade arc. Throw power can be altered with the DYEL height adjustment keys. The default grenade key will throw the grenade.

In this mode, if the player looks at his feet and hits the vanilla throw key, the grenade will be dropped at his feet with very low velocity.

PICKING UP GRENADES
You can pick up grenades, smoke shells etc as normal with the DYEL carry key. They can be thrown using shift-left click (NOT the normal grenade key).


INTERACTION WITH MEN
(Superseded by Talk module as of 0.25)
The default DYEL key can be used to tap other players (they will receive a hint saying who tapped them). If the target is an AI civilian, an interaction menu will be displayed instead. This will allow interaction such as apprehend, restrain, talk, search, load in vehicles and move. If they player is aiming a weapon at a civilian within 30 meters, the player will issue a "Freeze" command, which will stop the civ.

To make an AI civ respond to the "Any information?" command, use:

_man setVariable["dyelInfo",_array,TRUE];

where _array is an array of strings that will be selected from randomly.

To add a script that is run when a civilian is interacted with, use this:

_man setVariable["dyelScript",_string,TRUE];

The code will run local to the player. The civilian being talked to will be parsed into the script as _this;

There is also a module to provide these functions under Drongo's DYEL > Interaction (man). If units are synced to this module, the module settings will only apply to them, otherwise it will apply to all civilans in the radius.


ARRESTING
Using the DYEL key on civilian or enemy AI men has a chance to arrest them. There is also a dedicated arrest key (alt-a by default). The base chances for an AI surrendering are:

West: 50%
East: 50%
Res: 50%
Civilian: 100%
Enemy: 50%

Base modifiers are:

Group Size: +/-5% per man if group sizes differ
Rear arc of target: +30%
Target is unarmed: +30%
Target is wounded: +30%
Target is fleeing: +50%

The chance for a specific unit can be hardcoded with the following code:

_man setVariable["dyelArrestChance",101,TRUE]; // Unit will always surrender
_man setVariable["dyelArrestChance",0,TRUE]; // Unit will never surrender

Please note these factors:

The default maximum range for arresting is 30 meters.
The player must have a weapon and it must be aimed at the target.
Objects (including glass) will block arrest attempts.
Players can only try to arrest once every two seconds.
A target will only consider surrendering every three seconds (regardless of how many arrest attempts are performed).

There is a module (DYEL_Arrest) which allows adjusting values.

Units that are arrested will have the following variable set:

_man setVariable["dyelArrested",TRUE,TRUE];

A unit can be checked if it is arrested or not with:

_man call DYEL_fnc_IsArrested;


You can make a unit escape by script with:

_man call DYEL_fnc_ReleaseMan;

If the DYEL_Arrest module is placed, players can define an array of sound files that will be used as audio files when attempting an arrest. The sounds must be defined in config.cpp or description.ext. The command used to play them is playSound3D. There are two voice sets included with DYEL:

US English voice set by Viper1Zero:
dyelArrestUS1,dyelArrestUS2,dyelArrestUS3,dyelArrestUS4,dyelArrestUS5,dyelArrestUS6,dyelArrestUS7,dyelArrestUS8

Australian English voice set by Rimmy:
dyelArrestAus1,dyelArrestAus2,dyelArrestAus3,dyelArrestAus4,dyelArrestAus5,dyelArrestAus6,dyelArrestAus7,dyelArrestAus8

SEARCHING CAPTIVES
To search a captive, restrain them and tell them to sit down. A "SEARCH" option will then appear in their interaction menu. Click on objects to remove them from the captive. These objects will be placed on the ground.

Currently there are some limitations:
Partial magazines will be dropped as full magazines.
AI must be told to "SIT DOWN" before searching (due to an engine limitation with removing weapons).


DEAD BODIES
Due to engine limitations, dead bodies can not be carried. Instead, they will be teleported to the feet of the player. If anyone knows a way around this limitation, please let me know.


VEHICLE CUSTOMIZATION
Vehicles with correctly defined custom options (such as camo nets etc) can have these adjusted when near a repair vehicle. Stand near the vehicle, look at it and press the DYEL key to see the options.


PLAYER MENU
When the default inventory is opened, a player menu will appear on the right side of the screen. The default options are Animations, Clear Grass and Clear Foliage. Clear Grass and Clear Foliage can be used to clear grass, bushes and small trees that are directly in front of the player.

The player menu can also be opened with alt-c.


PLAYER MENU CUSTOM ACTIONS
Custom actions can be added to the player menu by editing the array dyelActionsCustom. The format is:

["Description","path to script"]

For example:

waitUntil{!isNil"dyelReady"};
waitUntil{dyelReady};
dyelActionsCustom pushBack ["My custom action name","MyMissionFolder\MyScripts\MyScript.sqf"];

There is also a module under Drongo's DYEL > Custom action.


ATTACHING THROWABLE ITEMS
Items such as chemlights can be thrown at one's feet, then picked up using the DYEL key. Once they have been picked up, the "ATTACH" option will appear in the player menu. Click on this to attach the item to the desired bodypart. Once items are attached, the "DETACH" option will appear in the player's menu.


ACTIVE INVENTORY
Players can change weapons by double-clicking the desired weapon slot in their inventory. Also, items in the player's uniform, vest and backpack can be used with scripts by double-clicking them. By default, there are no actions on items. To make an item useful, the mission maker must define the script DYEL_fnc_InventoryClickCustom. For example:

waitUntil{!isNil"dyelReady"};
waitUntil{dyelReady};
DYEL_fnc_InventoryClickCustom=compile preprocessFile"MyScripts\MyItemScript.sqf";

// MyItemScript.sqf
_itemClassName=_this select 0;
if(_itemClassName=="modTag_Stims")then{
	hint"You took stims";
	player setStamina 60;
	player removeItem _itemClass;
};

Alternatively, use the DYEL Modules > Custom Item Action module.

The active inventory can be disabled with this code:

waitUntil{!(isNil"dyelUseDialog")};dyelUseDialog=FALSE;


DEFAULT INVENTORY ACTIONS
By default, DMP and ACE drinks will restore player stamina to maximum. Clicking on empty bottles or canteens while in front of a water tank will refill those bottles. Clicking on DMP matches will start a campfire in front of the player.


INCREMENTAL DOOR OPENING
When looking at a door from close range, players can use shift+middle mouse button scroll to gradually open/close doors.


TOWING
LandVehicles can tow cars and tanks, within the limits of this command:
https://community.bistudio.com/wiki/setTowParent


EAR PLUGS
If neither ACE nor SOG is present, scripted ear plug functionality is added to the actions menu. This will reduce the volume of effects to .1 when in and restore the volume to the player's default volume when out. No item is required. Can be disabled with this code:

waitUntil{!(isNil"dyelEarplugs")};dyelEarplugs=FALSE;


DRAGGING BOATS
Smaller boats can be dragged if they are empty of crew and cargo. Press shift-c on them to open the vehicle dialog, then select "Drag (vehicle name)" from the upper-left menu. Pressing shift-c again will drop the boat.


DIGGING
Digging makes use of the setTerrainHeight command. It requires a DYEL shovel object. Double click on the shovel in the inventory to equip it, then open the DYEL menu. Select the "Dig" option. Digging is limited by the capabilities of the setTerrainHeight command.

https://community.bistudio.com/wiki/setTerrainHeight


SURVIVAL
NOTE: TenuredCLOUD has dramatically improved and expanded these survival mechanics in his mod called MISERY. You can find it here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2738615029

This module adds basic thirst, hunger and status effect mechanics. See the module hints for setup instructions.

HUNGER:		0 means not hungry, 10+ means starving and will cause the player to become tired. 15+ gives a chance of death every cycle.

THIRST:		0 means not thirsty, 10+ means very thirsty and will cause the player to become tired. 15+ gives a chance of death every cycle.

Status Effects:

TIRED:		Adds a chance for the player to stumble and collapse every cycle.  Acquired by letting thirst or hunger values get too high. Can be removed by taking stims or energy drinks.

PARASITES:	Doubles hunger increment every cycle. Acquired by drinking dirty water. Can be cured by antiparasitics or radiation.

POISON:		Adds damage to the player each cycle. Acquired by drinking dirty water. Can be cured with antidote. Players will automatically remove a small amount of poison each cycle.

RADIATION:	Adds damage to the player each cycle. Acquired by script. Can be cured with antirads. Players will automatically remove a small amount of radiation each cycle. Radiation removes parasites.

INFECTION:	Adds damage to the player each cycle. Acquired by dirty water/script. Can be cured with antibiotics. Players will automatically remove a small amount of infection each cycle. May also cause the player to become tired.

EXPOSURE:   Can cause the TIRED effect. At values over 15, may cause the player to die. Acquired by being too cold (under 20 degrees). Can be removed by getting warm again or heatpacks.

Character warmth is determined by the air temperature plus the value of their clothing (eg. 35+9 on the status bar. If the combined value is less than 20, exposure will accumulate (the greater the deficiency, the faster exposure will accumulate). Being near an active fire will increase warmth.

Sleep is only available in single player. Player resets sleepiness, heals damage and removes debuffs. Sleeping inside, near a tent and with a bed or sleeping bag makes sleep more likely to heal. Sleeping for under 5 hours is less effective. Hunger and thirst may kick a player out of sleep. Weather may change after sleep.

Dirty water may poison and give parasites when drunk.

There are also the following functions available from the DYEL action menu:

Save character
Delete character
Condition
Hide status bar
Get clean water (when looking at a water source, fills bottles and resets thirst)
Get dirty water (fills empty bottles with dirty water when standing in water)
Pack tent (when looking at deployed DMP tent)
Pack sleeping bag (when looking at deployed DMP tent)

If a mission has other paramters to save with the character, put them in the array dyelSaveMisc and use a mission-folder script (set in the module) to process the array.

By default the survival system supports items from Drongo's Map Population and some ACE items. Items from other mods can be added by editing DYEL\Scripts\Survival\DefineItems.sqf. Alternativley, make your own script based on the format of that file and call it after the mission starts.

The survival system makes use of George Floros's temperature script:

https://forums.bohemia.net/forums/topic/221531-gf-temperature-script-mod/


TEMPERATURE
This module supplements George Floros's temperature script, allowing for customi definitions. See this site for possible values:
https://www.climatestotravel.com/


TALK
The Talk module replaces Interaction as of version 0.25. It has the same features but greatly expands the system to allow dynamic conversations with scripted effects and branches. Units must be synced to the module for unique dialogs and scripting is required. Without the module being placed, all non-player characters will have default dialog options such as "Who are you?", "What gear do you have?" and "Where am I?".

In addition to synced units, it is possible to apply the effects to all units on a side through the module.

You can get the unit being talked to with the variable dyelTalker.

To customize a character, the following variables are available:

_man setVariable["dyelTalkName",_name,TRUE];  // string (can be used to have a nickname in the dialog)
_man setVariable["dyelTalkTitle",_title,TRUE]; // string (examples: "Doctor", "Commander")
_man setVariable["dyelTalkFaction",_faction,TRUE]; // string
_man setVariable["dyelTalkGreetings",_greetings,TRUE]; // array of strings
_man setVariable["dyelTalkTopics",_allTopics,TRUE]; // array of arrays

Some examples:
_greetings=["Yes, hello.","What's up?","How can I help you?"];
_man setVariable["dyelTalkGreetings",_greetings,TRUE];

_topics=[
["Your topic 1","YourScriptsFolder\YourScript1.sqf"],
["Your topic 2","YourScriptsFolder\YourScript2.sqf"]
];
_man setVariable["dyelTalkTopics",_topics,TRUE];

The contents of YourScript1.sqf could be:

/////////////////
ctrlShow[10001,TRUE];
private _list=(findDisplay 10001)displayCtrl 10002;
lbClear _list;
private _text="My sample text";
((findDisplay 10001)displayCtrl 10001)ctrlSetStructuredText parseText format["%1",_text];
private _allActions=[];
_allActions pushBack["I see.","BACK"];
_allActions pushBack["Tell me more.",""YourScriptsFolder\YourScript3.sqf""];
_allActions pushBack["Bye.","BYE"];
private _index=0;
private _action=[];
{
_action=_allActions select _index;
_list lbAdd format["%1",_action select 0]; // name in list
_list lbSetData[_index,_action select 1]; // script string
_index=_index+1;
}forEach _allActions;
/////////////////

"BACK" is a default command that will always return to the original dialog, "BYE" will always close the dialog. By combining scripted responses with the setVariable command and "dyelTalkTopics", it is possible to unlock new dialog options.


The join/leave group options can be disabled by setting the following on each client (or through CBA settings): 

dyelGroupManagement=FALSE;


SIMPLE OBJECTS (FEATURE REMOVED)
Picking up simple objects can cause problems, especially in MP. There are CBA options to allow/disallow picking up simple objects. There is also an option to replace simple objects with a fully simulated replica of the object when picked up.


WHISTLING
This option on the DYEL menu will alert all men within a radius of 100 meters to the player's presence.


THROWING
Carried objects that have a mass value greater than zero can be thrown a short distance. The default key is shift-LMB. Currently thrown objects do not impact men. If you know how to fix this issue, please contact me.


REACTION FORCES UAVS
The micro-drones from the Reaction Forces CDLC can be deployed by hand. Open the inventory and double-click on drone magazine (must not be in a vehicle or holding anything). The drone can be dropped or thrown like any object.


KNOWN BUGS
Occasional clipping issues.
When crates are loaded in vehicles, passengers in those vehicles will see them as clipping out of the vehicle.
Be careful of placing objects inside helicopters, if they clip, they can explode.
Objects placed on vehicles may appear in default orientation for a second or two before correcting.
When dropped, the shovel item sticks vertically out of the ground. This will be addressed in a future patch.


LICENSE
Arma and Dayz Public License Share Alike (ADPL-SA)
https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa

In addition, nobody associated with tier1ops.eu may use, edit or distribute this mod or any derivatives thereof.

If you need an exception to this license, contact me.


CREDITS
Drongo:			Concept and coding
VedKay:			Some concepts and testing
Leopard20:		Huge help getting the grenade code working, it wouldn't be in without him
Scofer:			Help with module configs
Tenga:			Inspiration for the gradual door opening
Viper1Zero:		Arrest voice lines
Rimmy:			Arrest voice lines
tenuredCLOUD:	Survival status bar code and icons
George Floros:	Temperature code
heros:			Some concepts inspired by his Survive mod

https://steamcommunity.com/profiles/76561198114439967/myworkshopfiles/?appid=107410
https://forums.bohemia.net/forums/topic/221531-gf-temperature-script-mod/
https://forums.bohemia.net/forums/topic/191553-heros-survive/

Digging sound:	https://www.youtube.com/watch?v=hwLAZvm_HKA

Special thanks to VedKay for all his work behind the scenes

A huge thanks to my Patrons and supporters:
Ahmad Fadhil Mohamed
Aidan Platt
Alexander Isaksson Norum
Alex Lacy
Andreas Nilson
Ave Sum
Azza
B. Hinton
Beags and Jam
Ben_at_Arms
Berl Ancell
Bretto1945
Bret Bothelio
Bruno Roberto Corrêa
Bullrich von Salz
Cedric Oliver
Chris Hall
Daniel Selby
David Catley
David Husa
David Kudýn
Declan Emery
Desmond Abrams
Doctor
Elliot Taylor
EO
Fearmonger
Fetus114
Ferdinand
Frédérick Milhomme
Frosties
Gary Jackson
Gordon
gsg94490
Haakon Longbeard
Hogosha
Ian Schonely
Its_the_Jonah
James tribbles
Jason Dotson
Jason Kieft
Jayrad
Jessica Ferguson
JimmyJamJams
Jonathan Harris
Karol Zaczek
Kelvin P
Kenneth Kilvington
Kevin Kelly
Logan Scott
LONEWOLF352
Longbeard
Marshall Bouldin
Matt Henderson
Magoo
MoonGuy
Nam
Nicholas Auger
Nicholas Odgers
Nick Gregory
Ole Petter Johnsen
Owen Siegfried
Paramarine Task Force
Paul T
Pernox
PHILLIP HARRIS
Proxno
Pusu npt
Ryan
Rolly uk
Roman Martinez
Sean Martin
sebastiaan reedijk
sebastien gelineau
Sébastien Mincke
SETH BARCELLO
Sly
Slav_Man_Shae
Sonny Hermansen
Stuart Burling
swagggenius
Terrance
The One on the Rock
Timothy Hill
Tim O’Ceallaigh
Totem
tunou xiong
VedKay
ViperBAT46 DTF46
Wulf
WW3andMe
YonV
Zakuaz


CONTACT
https://discord.gg/XSRHPEd
Check my YouTube channel for trailers, WIP etc:
https://www.youtube.com/channel/UCrZtKPYPS9iYzu1EAzTLYgg

I am not on the BIS forums. I can be emailed at drongomods@gmail.com.
I am not on social media, so I would appreciate it if those of you who are would help promote my mods.


THEFT OF MY WORK
My artillery mod was stolen, edited and re-released in violation of the license by BlackAlpha of tier1ops.eu. Here is a video showing my original work and his stolen edit:

https://www.youtube.com/watch?v=Oe7G6WwxQVU

Please share this video and let the community know that BlackAlpha and tier1ops.eu are thieves.


CHANGELOG
v0.3
Changed:	Player now switches back to rifle or handgun after dropping something
Fixed:		Script error with throwing grenades

v0.29
Fixed:		Various issues

v0.28
Added:		Reaction Forces drones can be deployed by hand
Fixed:		Some CBA settings that should have been global


v0.27
Removed:	CBA options to better manage carrying simple objects


v0.26
Added:		Tilting carried objects (shift-pgup/pgdn)
Added:		CBA options to better manage carrying simple objects
Added:		Whistling
Added:		Carried objects can now be thrown a short distance (shift-left mouse button)

v0.25
Added:		Survival system
Added:		Conversation dialog system
Added:		Digging holes (WIP)
Added:		Shovel object
Improved:	Moving dead bodies
Changed:	Can now pick up simple objects

v0.24
Added:		Dragging boats in/out of water

v0.23
Added:		Scripted ear plug function to action menu
Added:		Ability to turn off active interface by script

v0.22
Fixed:		Error with picking up incapacitated men

v0.21
Fixed:		Incremental door opening no longer works on locked or wedged doors

v0.2
Added:		Compatibility with the Antidote from Spooks and Anomalies

v0.199
Improved:	Integration with DMP RPG system

v0.198
Added:		Ability to arrest enemy and civilian AI
Changed:	Overhaul of the restraint/prisoner system
Fixed:		Dance anims not playing in MP
Improved:	Searching/disarming captives

v0.197
Added:		Dancing to animation menu
Fixed:		Double entries in loaded vehicles dialog
Changed:	Objects unloaded through the dialog will attempt to be placed at the rear of the cargo vehicle
Improved:	Finding a safe position to unload cargo

v0.196
Added:		Whitelisted shields from Western Sahara CDLC

v0.195
Added:		Option to allow dragging dead bodies to player's position
Added:		Weapon Holders can now be carried (eg. weapons, vests, helmets)
Added:		CBA option to toggle opening the menu with the inventory (may have been added in an earlier patch)

v0.194
Added:		Alt-C now opens the action menu without needing to open the inventory
Changed:	Only empty vehicles can be towed

v0.193
Added:		Towing

v0.192
Fixed:		Could not carry wounded

v0.191
Improved:	Grenade aiming now much more accurate
Changed:	Unique key

v0.19
Added:		Improved grenade aiming system (WIP aim assist, dropping at feet)
Added:		Can pick up and throw grenades, smoke shells etc.
Added:		Civilian interaction (apprehend, restrain, talk, search, load in vehicles, move, custom dialog)
Added:		Can customize supported vehicle animations when near a repair vehicle (idea by 0x00)
Added:		Player menu to character inventory screen (animations, clear grass/trees, custom actions supported)
Added:		Incremental door opening
Added:		Modules to allow custom interactions, player actions and inventory actions
Added:		Attach/detach items to player body parts

v0.18
Added:		CBA setting to set the weight limit
Changed:	Vanilla satchel charges and demo charges can now be picked up/dropped/loaded
Changed:	Objects loaded manually now appear in the vehicle menu (and can be unloaded through it)

v0.17
Fixed:		dyelWeightLimit was not affecting weight limits

v0.16
Added:		Ability to rotate carried objects
Added:		Most vanilla vehicles now have properly named doors
Changed:	Objects manually placed in vehicles should now keep orientation
Changed:	Static weapons manually placed in vehicles will not have simulation disabled
Changed:	Ownership of objects changes with being picked up and dropped
Improved:	Height range
Improved:	Dragging wounded men

v0.15
Added:		Ramp open/closed check for Blackfish and Xi'an

v0.14
Added:		Support for sandbags and H-barriers

v0.13
Added:		Ability to raise/lower carry height
Changed:	Objects placed in vehicles have their simulation disabled until placed on ground

v0.12
Added:		Door control and vehicle in vehicle dialog

v0.11
Added:		Loading into vehicles
Changed:	Mod name to DYEL

v0.1
Discord release.