Diemaco Rifles pack by W.M. Crielaard
Version: 2.1

REQUIRES ORIGINAL VERSION OF OPERATION FLASHPOINT:1985, GOTY AND/OR RESISTANCE, VERSION 1.1 OR NEWER.


LICENSE AGREEMENT:
------------------
THIS SOFTWARE IS NOT CREATED BY BOHEMIA INTERACTIVE STUDIO S.R.O. OR CODEMASTERS SOFTWARE COMPANY LTD. AND THEY DON’T HAVE ANY RESPONSIBILITY FOR THE SOFTWARE.

IMPORTANT - READ CAREFULLY: BY OPENING THIS PACKAGE, AND/OR INSTALLING OR OTHERWISE USING THE SOFTWARE, YOU AGREE TO BE LEGALLY BOUND BY THE TERMS AND CONDITIONS OF THE END-USER LICENSE AGREEMENT WITH LOWLANDS WARRIOR. IF YOU DO NOT AGREE TO THE TERMS OF THE AGREEMENT, YOU ARE NOT AUTHORIZED TO USE THE SOFTWARE. THIS SOFTWARE IS PROVIDED TO YOU AS FREEWARE.

A COPY OF THE END-USER LICENSE AGREEMENT CAN BE FOUND IN THE SAME ARCHIVE THAT THIS DOCUMENT CAME IN.


CREDITS
-------
Beta C-Mag:	Fliper (Skins and model for the C-Mag are from Fliper's M4 pack)
Consultancy:	Pte. "Assault (CAN)" Stefanich, Pte. Frandsen (DK)

Weapon skins loosely based on skins from Half-Life:Counter-Strike , by:
- "Sixshooter"
- "Ne0 Rae"
- "Jackal"
- "Tin Soldier"

Model by:	Willem-Matthijs Crielaard
Skin by:	Willem-Matthijs Crielaard
Config by:	Willem-Matthijs Crielaard

If you want to contribute to this addon, send an e-mail to matthijs@myrealbox.com



UPDATES FOR VERSION 2.1 (29-10-2004)
-----------------------------------
- Changed some weapon description, to make distinction between LSW and C7/C8 magazines
- Changed the Danish LSV designation to M/04 LSV
- Added semi-auto mode to LSW variants
- _AI magazines now supported by all relevant weapons. Specialized _AI weapons obsolete.
- Added more detailed Elcan reticle


UPDATES FOR VERSION 2.0 (15-12-2003)
-----------------------------------
- Pack extended to include most Diemaco assault rifles
- Full re-model
- Improved weapon scale
- New skins
- New sounds
- Optional JAM compatability
- Weapons distributed with cases instead of units (prevents cluttering of editor menu)


UPDATES FOR VERSION 1.2 (12-10-2002)
-----------------------------------
- Rate of fire corrected
- Added C-Mag variants for C7 LSW
- Added M203 variants for C7A1


UPDATES FOR VERSION 1.1 (30-9-2002)
-----------------------------------
- Rate of fire changed to the cyclic rate of the real life weapons
- LSW gunner is now identified as a machinegunner
- AI now uses the LSW as a machinegun (opens fire at longer distance and fires more often)
- Elcan reticle glows in low light conditions
- Elcan reticle callibrated for realistic range estimation
- Added a field manual for the Elcan optical sight



OBJECTS AVAILABLE IN THIS ADDON:
--------------------------------
An extensive list of classes in this add-on, including a description, can be found in classnames.htm

The used convention for classnames is given below. Please note that not all possible combinations are available.

Naming convention for classes in the Diemaco Weapons pack:

--------------
  KMMaabcd_e
--------------

KMM – OFPEC Registered tag

aa – Weapon; one of the following:
	C7 – Diemaco C7 or C7A1
	C8 - Diemaco C8 or C8A1
	ls – Diemaco Light Support Weapon (LSW)
	lo – Diemaco Licht Ondersteunend Automatisch Wapen (LOAW, Dutch designation LSW)
	lv – Diemaco Let Støtte Våben (LSV, Danish designation LSW)
	sf – Diemaco Special Forces Weapon or Special Forces Support Weapon (SFW/SFSW)
	m5 – Diemaco M/95 or M95 (Danish designation C7 or C7A1)
	m6 - Diemaco M/96 or M96 (Danish designation C8 or C8A1)

b – Sights; one of the following:
	a – Aimpoint red dot sight
	e – Elcan 3.5x optical sight
	h – Handle with integrated iron sight
	I – Iron sight for flat-top weapon

c – Magazine type; one of the following:
	c – Beta C-Mag, 100 round 2-drum magazine
	m – Metal 30 round magazine
	p – Plastic 30 round magazine

d – Option; one of the following:
	<none>
	b – SFSW bipod and carrying handle (on RIS)
	g – M203 grenade launcher (on RIS)
	r – Knight’s Armament Co. Rail Interface System (RIS) with forward grip

_e – Special variant; one of the following:
	<none>
	_burst – burst trigger group. Semi-automatic or 3 round burst fire, for C7


For ammunition, a similar naming convention has been set up. Because of the limited ammo types in this pack, not the naming conventions, but the classnames and descriptions are given here:

kmmc7magc – Beta C-Mag, intended for SFSW; usable in C7 (auto), C7A1, SFSW, SFW, M95, M96
kmmc7magm – Metal 30 round magazine; usable in C7 (auto), C7A1, SFSW, SFW, M95, M96
kmmc7magp – Plastic 30 round magazine; usable in C7 (auto), C7A1, SFSW, SFW, M95, M96
kmmc7magm_burst – Metal 30 round magazine; usable in C7 with burst trigger group
kmmc7magp_burst – Plastic 30 round magazine; usable in C7 with burst trigger group 
kmmlsmagc – Beta C-Mag; usable in LOAW, LSW, LSV
kmmlsmagm – Metal 30 round magazine; usable in LOAW, LSW, LSV
kmmlsmagc – Plastic 30 round magazine; usable in LOAW, LSW, LSV
kmmlsmagc_ai – Beta C-Mag; usable in LOAW, LSW, LSV
kmmlsmagm_ai – Metal 30 round magazine; usable in special AI variants of LOAW, LSW, LSV
kmmlsmagc_ai – Plastic 30 round magazine; usable in special AI variants of LOAW, LSW, LSV
kmmsfmagc_ai – Beta C-Mag; usable in SFSW special AI variant
kmmsfmagm_ai – Metal 30 round magazine; usable in SFSW special AI variant
kmmsfmagp_ai – Plastic 30 round magazine; usable in SFSW special AI variant



INFORMATION:
------------
The Canadian Forces selected the Colt M16 Rifle (M16) and the FN Minimi Light Machine gun (LMG) as the basis for their new family of Small Arms. The M16 was selected for its preferred user qualities (lightness, ease of maintenance, low recoil). However, design improvements and updated TDP drawings and processes were deemed necessary by the Canadian Forces to improve the weapons’ reliability and barrel life. Diemaco,  on behalf of the Canadian Forces, made these improvements. The resulting improved weapons developed were the C7 Rifle, C8 Carbine, C7 and C8 Flat Top Optically Sighted Rifle and Carbine and C7 Light Support Weapon.

Diemaco has completed contracts for their weapons for Canadian, Danish and Dutch armed forces, British special forces and Norwegian special forces. The Diemaco C7 Family of Weapons clearly has been selected and fielded as the preferred system in more NATO countries than any other 5.56 mm weapon system.

As the Lowlands Warrior’s main goal is to recreate equipment and units from the Dutch armed forces, a list of weapons used by Dutch forces has been compiled here:

C7	Koninklijke Landmacht, reguliere infanterie (Royal Army, regular infantry)
Koninklijke Luchtmacht (Royal Airforce)
(Configured with burst trigger group)

C7A1	Koninklijke Landmacht (Royal Army)
Koninklijke Marine/Korps Mariniers (Royal Navy/ Marine Corps)
Koninklijke Luchtmacht (Royal Airforce)

C8	Koninklijke Landmacht, bestuurders (Royal Army, vehicle operators)
Koninklijke Luchtmacht, bestuurders (Royal Airforce, vehicle operators)

C8A1	Koninklijke Landmacht, bestuurders (Royal Army, vehicle operators)
Koninklijke Luchtmacht, bestuurders (Royal Airforce, vehicle operators)

LOAW	Korps Mariniers (Marine Corps)

SFW	Koninklijke Landmacht, Korps Commandotroepen (Royal Army commando’s)
Korps Mariniers AmferkPel, BBE, MlVerkPel, LaVerCIE (Marines’ Spec.Ops)
(SFW I in use both as flat top and with handle.)

The M203 grenade launcher is not in use with Dutch armed forces. The Aimpoint red-dot sight is currently only in use with special forces. LOAW (Licht Ondersteunend Automatisch Wapen) is the Dutch designation for the LSW (Light Support Weapon).

Diemaco C7	.223 caliber assault rifle (Danish designation M/95)
Sights:		Elcan 3.5x optical sight or iron sight
Rate of fire:	700-900 rounds per minute
Modes of fire:	semi-automatic, 3 round burst
Mag. capacity:	30 rounds
Distinction:	Carrying handle, 3 round burst trigger group
Used by:	Regular Canadian, Danish and Dutch forces

Diemaco C7	.223 caliber assault rifle (Danish designation M95)
Sights:		Elcan 3.5x optical sight or iron sight
Rate of fire:	700-900 rounds per minute
Modes of fire:	semi-automatic, full-automatic
Mag. capacity:	30 rounds
Distinction:	Carrying handle, 3 round burst trigger group
Used by:	Regular Canadian, Danish and Dutch forces

Diemaco C7A1 .223 caliber assault rifle (Danish designation M95)
Sights:		Elcan 3.5x optical sight or iron sight
Rate of fire:	700-900 rounds per minute
Modes of fire:	semi-automatic, full-automatic
Mag. capacity:	30 rounds
Distinction:	Flat top
Used by:	Regular and specialized Canadian, Danish and Dutch forces

Diemaco C8	.223 caliber assault rifle (Danish designation M/96)
Sights:		Elcan 3.5x optical sight or iron sight
Rate of fire:	750-950 rounds per minute
Modes of fire:	semi-automatic, full-automatic
Mag. capacity:	30 rounds
Distinction:	Carrying handle, collapsible butt stock
Used by:	Canadian, Danish and Dutch forces requiring a small weapon, like drivers

Diemaco C8A1	.223 caliber assault rifle (also designated M96)
Sights:		Elcan 3.5x optical sight or iron sight
Rate of fire:	750-950 rounds per minute
Modes of fire:	semi-automatic, full-automatic
Mag. capacity:	30 rounds
Distinction:	Flat top, collapsible butt stock
Used by:	Canadian, Danish and Dutch forces requiring a small weapon, like drivers

Diemaco LSW .223 caliber light support weapon (Danish LSV, Dutch LOAW)
Sights:	Elcan 3.5x optical sight or iron sight
Rate of fire:	500-700 rounds per minute (lower than C7A1 for better control and sustained fire)
Modes of fire:	full-automatic only
Mag. capacity:	30 rounds, or 100 round Beta C-Mag
Distinction:	Flat top, characteristic “square” hand protector, heavy barrel
Used by:	Canadian and Danish regular forces, Dutch Royal Marines

Diemaco SFW	.223 caliber assault rifle
Sights:		Elcan 3.5x optical sight or iron sight
Rate of fire:	750-950 rounds per minute
Modes of fire:	semi-automatic, full-automatic
Mag. capacity:	30 rounds
Distinction:	Just slightly longer barrel than C8/C8A1, imprint “SFW” on side
Used by:	Canadian, Danish and Dutch Special Forces (KCT, Korps Mariniers LaVerCIE)

Diemaco SFSW	.223 caliber assault rifle
Sights:		Elcan 3.5x optical sight or iron sight
Rate of fire:	750-950 rounds per minute
Modes of fire:	semi-automatic, full-automatic
Mag. capacity:	30 rounds or 100 round Beta C-Mag
Distinction:	Just slightly longer barrel than C8/C8A1, imprint “SFSW” on side
Used by:	Canadian and Danish Special Forces

Diemaco M203	40mm grenade launcher for C7, C7A1 and SFSW
Rate of fire:	N/A
Modes of fire:	Single shot
Mag. capacity:	None
Distinction:	Attachment system places weapon quite far from the barrel
Used by:	Canadian and Danish Special Forces



INSTALLATION & USE:
-------------------
When not using the automated install wizard, use the following procedure:

Extract kmmdiemaco.pbo from the archive, and put in operation flashpoint\addons
Extract kmmdiemcase.pbo from the archive, and put in operation flashpoint\addons

After installation, you can find military weapon crases containing weapons the weapons in the editor, under the side “Empty”. All object group’s names start as “KMM – Diemaco”, followed by the magazine type for the group.

Please note that although plastic magazines, metal magazines and Beta C-Mags might be interchangeable between weapons, the visual model will not change. Also, while in real life ammo for the burst trigger groups, full auto trigger groups and for support weapons is interchangeable, this is not the case in the game. The reason for this is game-engine limitations.

You can also add weapons and ammo to units and cargo, by using addweapon/addmagazine scripting commands. Use the classnames in classnames.htm for reference. For more information on scripting, see the official scripting reference on http://www.flashpoint1985.com/breathe/



INSTALLING JAM (OPTIONAL)
-------------------------
The Joint Ammo and Mags project (JAM) is a magazine standard that tries to improve compatibility between similiar versions of weapons made by different mods.

It works by Digital Grenade and BAS creating a new seperate pbo file called JAM_Magazines.pbo. It should contain only definitions for ammo, mags and sounds so that it remains small in size. We would continously update this file with new magazine and ammo definitions as required (eg. for AK-74 and 47 definitions, common handguns, etc.)

Before installing JAM compatability versions, make sure that JAM is be installed. You can download the latest version via the Operation Flashpoint Editing Center’s website: http://www.ofpec.com/

When not using the automated install wizard, use the following procedure:
Extract kmmjamdiemaco.pbo from the archive, and put in operation flashpoint\addons
Extract kmmjamdiemcase.pbo from the archive, and put in operation flashpoint\addons

After installation, you can find military weapon crases containing weapons the weapons in the editor, under the side “Empty”. All object group’s names start as “KMM JAM – Diemaco”, followed by the magazine type for the group.

Note that JAM magazines are always metal. Diemaco models with plastic magazines are supplied for a visual effect.



INFORMATION FOR PLAYERS
-----------------------
3.2	Information for players
All rifles come in versions with iron sights. Besides iron sights, versions with Aimpoint red dot sights and Elcan 3.4x low-light optics have been added.


Iron sights


IRON SIGHTS:
To aim your weapon using the iron sights, use the following procedure:
1.	Bring your weapon to bear on the target
2.	Look through the sight
3.	Align the front post of your rifle, so that it’s tip is on the intended target


AIMPOINT RED DOT SIGHT:
To aim your weapon using the Aimpoint red dot sight, use the following procedure:
1.	Bring your weapon to bear on the target
2.	Look at your target with both eyes open, your aiming eye looking through the Aimpoint red dot sight
3.	Align your weapon so, that the red dot is on the intended point of impact

Because of Aimpoint’s unique double lens system, the sights are parallax-free, meaning that no matter where on the lens you see the dot reflected, your point of aim will be your point of impact.

The Aimpoint red dot sight can be used in darkness. Be aware that the diode can give away your position to enemy units, as it will be clearly visible as a soft red glow, on the front of the sight. (Only Operation Flashpoint: Resistance)


ELCAN 3.4x SIGHT
To aim your weapon using the Elcan 3.4x optical sight, use the following procedure:
1.	Bring your weapon to bear on the target
2.	Look through the sight at your target
3.	Align your weapon so, that the triangular tip of the vertical post is on the intended point of impact

The Elcan 3.4x optical sight can be used in low light conditions, thanks to the tritium parts in the reticle. There is no user intervention needed. As soon as darkness sets in, the tritium tips will start to glow with a soft green glow, bright enough to be clearly visible, but weak enough to protect the users natural night-vision.

Range estimation using the Elcan 3.4x sight:
The Elcan optical sight incorporates a system for range estimation. In the reticle, you will see 2 parallel horizontal lines, just right of the triangle that indicates the point of impact. These lines can be used for range estimation.


Reticle:

  - -   - -
      ^ -
      |


-	When a standing man fits between these lines, the range is ±600 meters (±2000ft.)
-	When a an fits between them from middle to head, range is ±300 meters (±1000ft.)
-	When man’s head fits between these lines, the range is ±100 meters (±330ft.)



INFORMATION FOR MISSION MAKERS
------------------------------
When creating a mission using weapons from the Lowlands Warrior Diemaco rifles pack, you have 4 options:
•	Placing the Diemaco weapon crates on the map (Resistance only)
•	Using addweapon to place the rifles on units
•	Using addweaponcargo to place the rifles in vehicles
•	Using description.ext to allow selection from the briefing screen


PLACING CRATES(only for Operation Flashpoint: Resistance)

In the editor menu, press F1 and double-click on the map. You will see a dialog in which you can choose a side, object type and object.
•	First, make sure you have a player unit on the map. For example, a soldier.
•	Next, from Side: “Empty” select a category. The Diemaco rifle categories are:
	KMM - Diemaco rifles (Beta C-Mag)
	KMM - Diemaco rifles (metal mags)
	KMM - Diemaco rifles (plastic mags)
 
Click on Preview, walk up to the weapons crate and take a rifle.


USING ADDWEAPON

In the editor menu, press F1 and double-click on the map. You will see a dialog in which you can choose a side, object type and object. Double click the map, and place a unit on the map (make sure it’s not a vehicle or object).

In the INIT field of the unit, type the following commands on a single line:

------
RemoveAllWeapons this; this AddMagazine "<magazineclass>"; this AddWeapon <weaponclass>";
------
 
Substitute <magazineclass> for the magazine type you want, and substitute <weaponclass> for the weapon class you want.

Note: Extensive lists of classnames can be found in classnames.htm. For weapons not in this add-on, refer to the Operation Flashpoint Editing Center (http://www.ofpec.com/)

For example, to give a unit the Diemaco C7A1 with plastic mags on the visual model, Elcan optics, and 3 ammo clips, use the following commands on one line:

------
RemoveAllWeapons this; this AddMagazine "kmmc7magp"; this AddMagazine "kmmc7magp"; this AddMagazine "kmmc7magp"; this AddWeapon "kmmc7ep";
------

As you can see, the command addmagazine is executed 3 times. It adds the magazines “kmmc7magp”, which is the plastic 30-round ammo clip.

Using the addweapon command, the “kmmc7ep” is added to the inventory. This is the Diemaco C7A1 with Elcan optics and Plastic mag visual effect.

Adding the magazines before adding the weapon has a reason: doing this will put the weapon in inventory loaded, ready to fire. If you add the weapon first, the unit will have to reload first, before it can fire it’s weapon.

Note: In Operation Flashpoint, Magazines visual on the model are independent of actually carried magazines. For example, you can have a C7 with plastic mag visible, even when you are actually carrying a metal magazine or Beta C-Mag. This is not a bug!


USING ADDWEAPONCARGO 

In the editor menu, press F1 and double-click on the map. You will see a dialog in which you can choose a side, object type and object. Double click the map, and place a vehicle on the map (make sure it’s a vehicle that has some cargo space).

In the INIT field of the vehicle, type the following commands on a single line:

------
clearMagazineCargo this; clearWeaponCargo this; this addWeaponCargo ["<weaponclass>",<number>]; this addMagazineCargo ["<magazineclass>", <number>]
------


Substitute <magazineclass> for the magazine type you want, and substitute <weaponclass> for the weapon class you want. Substitute <number> for any number of weapons and/or magazines you want to add.

Note: Extensive lists of classnames can be found in the classnames.htm. For weapons not in this add-on, refer to the Operation Flashpoint Editing Center (http://www.ofpec.com/)

For example, to place 10 pieces of Diemaco C7A1 rifles with plastic mags on the visual model, and Elcan optics in the cargo, and also add 10 plastic ammo clips, use the following commands on one line:

------
clearMagazineCargo this; clearWeaponCargo this; this addWeaponCargo ["kmmc7ep",10]; this addMagazineCargo ["kmmc7magp", 10]
------

First, all magazines and weapons are removed from the vehicles cargo. Next, the addWeaponCargo command adds 10 pieces of kmmc7ep. Finally, the addMagazineCargo adds the magazines.

Note: In Operation Flashpoint, Magazines visual on the model are independent of actually carried magazines. For example, you can have a C7 with plastic mag visible, even when you are actually carrying a metal magazine or Beta C-Mag. This is not a bug!


USING DESCRIPTION.EXT

This section offers only a basic explanation on how to add weapons to a briefing screen. For more information on how to use the description.ext file, refer to the Operation Flashpoint Editing Center (http://www.ofpec.com/)

In the mission editor, create a mission and save it. Now, using the Windows Explorer, go to you missions folder and open the mission you just created. Create a new file called “description.ext”, or open the description.ext file if it already exists.

In this file, add the following section:



class Weapons {
	class <weaponclass> { count = <number> };	
};

class Magazines{
	class <magazineclass> { count = <number> };	
};



Substitute <magazineclass> for the magazine type you want to add, and substitute <weaponclass> for the weapon class you want add. Substitute <number> for any number of weapons and/or magazines you want to add.

The lines “class <weaponclass> { count = <number> };” can be repeated, to add several magazine and/or weapon types to the briefing screen. For example, if we are creating a mission in which the player can choose from the following:


Weapons
2 pcs. C7 assault rifle with M203 grenade launcher and plastic magazines as visual effect
3 pcs. C7A1 assault rifle with Elcan optics and plastic magazines as visual effect
3 pcs. C8A1 carbine with Elcan optics and plastic magazines as visual effect
2 pcs. SFSW carbine with Elcan optics and Beta C-Mag as visual effect
6 pcs. SFW carbine with Aimpoint optics and plastic magazines as visual effect


Magazines:
60 pcs. plastic cartridges 30 rounds 5.56mm
10 pcs. Beta C-Mag 100 rounds 5.56mm
10 pcs. 40mm HEDP rifle grenade

The section in the description.ext would look like this:

 
class Weapons {
	class kmmc7hpg { count = 2 };		
	class kmmc7ep { count = 3 };		
	class kmmc8ep { count = 3 };		
	class kmmsfecb { count = 2 };		
	class kmmsfap { count = 6 };		
};

class Magazines{
	class kmmc7magp { count = 60 };
	class kmmc7magc { count = 10 };
	class kmmc7m203mag { count = 10 };		
};

