Copyright (c) 2004 COMBAT! OFP Addons

Bradley Pack v1.1  ReadMe


Contents

      I.	Installation
     II.	List of Addons
    III.	Features
     IV.	Scripts
      V.	Credits
     VI.	Bugs & Critics
    VII.	Disclaimer
   VIII.	Download links
     IX.	Change Log
      X.	Future Enhancements


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I. Installation

Extract files:
- CBT_Brad.pbo
- CBT_Brad_Scripts.pbo
- CBT_Misc.pbo
into ...\Res\Addons folder or a Mod folder..

Run the game and check section IV. of this readme on the usage of this addon. Please read it carefully!

This pack requires:
- OFP: Resistance (min. v.1.96)

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II. List of Addons

List:
[where to find it]			- "[editorname]"	- "[cargo slots]"

CBT - Armored:
/WEST/...
CBT - Armored/M2A1 Nato			- "CBT_M2A1W"		6
CBT - Armored/M2A1 Green		- "CBT_M2A1G"		6	
CBT - Armored/M2A1 Desert		- "CBT_M2A1D"		6
CBT - Armored/M3A1 Nato			- "CBT_M3A1W"		2
CBT - Armored/M3A1 Green		- "CBT_M3A1G"		2	
CBT - Armored/M3A1 Desert		- "CBT_M3A1D"		2
CBT - Armored/M2A2 Nato			- "CBT_M2A2W"		6
CBT - Armored/M2A2 Green		- "CBT_M2A2G"		6
CBT - Armored/M2A2 Desert		- "CBT_M2A2D"		6
CBT - Armored/M3A2 Nato			- "CBT_M3A2W"		2
CBT - Armored/M3A2 Green		- "CBT_M3A2G"		2
CBT - Armored/M3A2 Desert		- "CBT_M3A2D"		2
CBT - Armored/M2A2ODS Nato		- "CBT_M2A2OW"		7
CBT - Armored/M2A2ODS Green		- "CBT_M2A2OG"		7
CBT - Armored/M2A2ODS Desert		- "CBT_M2A2OD"		7
CBT - Armored/M3A2ODS Nato		- "CBT_M3A2OW"		2
CBT - Armored/M3A2ODS Green		- "CBT_M3A2OG"		2
CBT - Armored/M3A2ODS Desert		- "CBT_M3A2OD"		2
CBT - Armored/M6 Linebacker Nato	- "CBT_M6_W"		2
CBT - Armored/M6 Linebacker Green	- "CBT_M6_G"		2
CBT - Armored/M6 Linebacker Desert	- "CBT_M6_D"		2

Additional units:
/EMPTY/...
CBT - Misc/CBT Logic    		- "CBTLogic"
(This is a logic for cargo script purposes, killing it does not point you)

Weapons and Ammo:
Description			Weapon Name		Ammo Name

Javelin Launcher		- "CBT_Jav_Launcher"	- "CBT_Jav_Mag"
(in M2/M3ODS cargo by default)
Dragon Launcher			- "CBT_Drag_Launcher"	- "CBT_Drag_Mag"
(in M2/M3 cargo by default)

M6 Linebacker carries 2 Stinger MANPADS in its cargo by default.
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III. Features

- Authentic weapon loadouts;
- About 21 variants of 4 basis versions of the apc;
- 3 different paint schemes, suiting normal and desert islands;
- New, authentic sounds;
- New sight for gunner;
- Random vehicle numbers and division markings, predefinable;
- Randomized chevrons on desert variants, predefinable;
- Tank burning script with random secondary explosions;
- Weapon exaust gases;
- Realistic simulation of soldier cargo transport;
- Realistsic simulation of a tank's suspension and recoil

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IV. Scripts

Please read the full document carefully.

1) Main scripts disablement:
If you want to use all COMBAT! addons without scripts, write in a global place:
- "CBT_NoScripts = true"

If you want to use Bradleys without scripts, write on a global place:
- "CBT_Brad_NoScripts = true"

If you want to use Bradleys with Raedor's Cargo scripts, write in a global place:
- "CBT_NoCargo = false"

To play the tanks without smoke and light effects, write in a global place:
- "CBT_smokeOff = true"


2) Number and emblems predefinition:
Initially, all emblems and number appearance is randomized, corresponding to tank type. If you want to predefine the appearance of emblems and/or numbers, you have to put some lines into init field in editor. Appearance script is highly elastic, so it is possible to place all types of emblems and numbers on almost all tanks, limitations will be noted below.

Main number/emblems predefinition line, first syntax:

[<name>, "<num>", "<chevron>", "<div>"] exec "\CBT_Brad_Scripts\fx\CBT_UN.sqs"

Description:
- <name> - represents the name of unit to engage the script on. If you use init line of the specified tank to alter it's appearance, you may write "this" instead of proper name.

Definable group, use first syntax
"normal"       - defined normal
"random"       - randomised markings
"none"         - leaves the space empty

- [<num>] - defines the vehicle number, if you've chosen the definable number type. 
{ a11, a12, a13, a14, a21, a22, a23, a24, a31, a32, a33, a34 }.
{ b11, b12, b13, b14, b21, b22, b23, b24, b31, b32, b33, b34 }.
{ c11, c12, c13, c14, c21, c22, c23, c24, c31, c32, c33, c34 }.
{ d11, d12, d13, d14, d21, d22, d23, d24, d31, d32, d33, d34 }.
You may also write here a path to a file of your choice (must be in .paa format!), but you cannot use it in MP.

- <chevron> - defines a type of chevron to be placed in emblem field on DESERT tanks:
"none"   - erases emblem from tank
"alpha" - Alpha
"bravo" - Bravo
"char" - Charlie 
"delta" - Delta
You may also write here a path to a file of your choice (must be in .paa format!), but you cannot use it in MP.

- <div> - defines a type of division markings to be placed in division markings field on tank:
"none"   - leaves the space empty
"2481i" 
"1a3cav5"
"247cav"
"1a16i"
"3i221"
"1i22i"
"1a14ada"

You may also write here a path to a file of your choice (must be in .paa format!), but you cannot use it in MP.

Example of main number/emblems predefinition line:

[this, "normal", "a22", "delta","2418i"] exec "\CBT_Brad_Scripts\fx\CBT_UN.sqs"
This will make tank appear with A-22 vehicle number, Delta chevron, and 24-18-I division markings.

KFOR Markings:

I have also included for the ODS variants, KFOR style markings:
Place this in the init line:

For ODS non-desert variants: this setObjectTexture [2,"\CBT_Brad\mark\kfor.paa"]
For Nato and Green M2A2s: this setObjectTexture [4,"\CBT_Brad\mark\sfor.paa"]

Here is a list I have included, some are real and some are fictional. I provided ones with first initial for each island.

kfor.paa, efor.paa, ifor.paa, nfor.paa, mfor.paa, tfor.paa


Cargo script notes:
I found by mistake that Raedors Cargo scripts he created for the RHS tanks works as a realistic dismount script on ordinary APCS.  When either fired upon, apc fires on a unit or hatches are closed, mounted units will disembark and fall into wedge formation around the vehicle, instead of riding to their death inside. It is disabled by default, because it does cause minor lag in MP and still has a few issues to be worked out.

Cargo script work is based on the status of gunner and driver. In short description, script continuosly checks if driver is riding with hatch open and if gunner is present. Driving with cargo in tank is possible only on this terms:

[driver has his hatch opened] or [there is no gunner]

When gunner leaves the tank, turret is automatically centered. If the conditions to ride are not fulfilled, no soldier would be able to ride in tank. These are the conditions after which the crew will jump out of the tank:
- conditions no longer fulfilled
- use of tank weapon

Tip: You can only transport soldiers in your tank, when driver has opened his hatch or when there is no gunner. So if u have soldiers in your tank and you want driver and gunner to get in, do it this way: as first let driver get in and order him to open his hatch. Then you can order the gunner in.

Tip: To order driver to open his hatch, set team leader to announce the "SAFE" mode.


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V. Credits

The team is:

Rudedog		- modeling, textures
Soul_Assassin 	- modeling
Pablo		- stowage textures and beta testing
Bobcatt		- research and beta testing
Acecombat	- SP missions
Cpl Punishment  - Beta Testing	
Drill Sargeant  - M47 Dragon Model
GrimmDraco	- Research
Zeus team 	- (MP Beta Testing and missions)
   B-2-0
   Jinef	- MP Missions
   Thunder
   
	
To the whole COMBAT and RHS team for excellent beta testing.

Also thanks to:
Marfy					- His texturing tutorials
raedor (RHS)				- scripting
Suchey					- Javelin
TJ (BAS) 	                	- for his fire/shockdust script
BAS					- for launcher script
Decisive Killing Machines Mod 		- for making suspension and recoil possbile and giving this knowledge to all mods
Rastavovich of DKM 			- for general help in scripting
Tactician				- for smoke scripts
BIS 	                        	- for making a great game we still enjoy
Everyone else who I forgot to mention. ;)


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VI. Bugs & Critics

If you find any bugs or if you want to say us your opinion about the T-55 pack, contact us:
- Our homepage: http://clancombat.planetrockabilly.com
- Our forums: http://clancombat.planetrockabilly.com/modules.php?op=modload&name=PNphpBB2&file=index
- Our threads in Addons & Mods Discussion on BIS forums


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VII. Disclaimer

This is an unoffcial addon and may only be used at your own risk.
COMBAT! does not take any responsibility in case the use of this addon results in any problems. This addon is in no way affliated with Bohemia Interactive Studios or Codemasters thus they cannot be held responsible either.


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VIII. Download links

COMBAT! Bradley Pack v.1.1 
You may find all our addons at Download section
http://clancombat.planetrockabilly.com/


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IX. Change Log
1.1 - Removed all references to Suchey's Marine Pack
    - Fixed CBT_smokeOff having no effect
    - Fixed Javelin
    - Remodeled M2A2 and M6 Turret Basket
    - Made spare road wheel round
    - removed uneeded references to BIS M2 launcher
    - Gave M2A1 series the Tow 2 which is less powerful then Tow 2A
    - Recentered turret axis

1.0 - Initial Release

X. Future Enhancements

	- APC Crew for each era
	- More options for random markings
	- User created markings
