Yugoslav Militia fighters
Version 1.0

REQUIRES ORIGINAL VERSION OF OPERATION FLASHPOINT GOTY AND/OR RESISTANCE


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:
--------
Coding by Sander van Dorst
Skin by Sander van Dorst
Models for carrying systems by Sander van Dorst
Soldier models based on original BIS work, by Willem-Matthijs Crielaard
Special features by Willem-Matthijs Crielaard
Camouflaged faces by Frandsen (http://www.ofp.info/talesofwar/)
Dagger and M1 helmet from I44 MLOD paratrooper
Textures for boots based on boot textures by BAS
Textures for clothing creases based on template textures by Mike Schell for Ghost Recon
	(http://www.ghostrecon.net/html/skin-tutorial.htm#wrinkle)


REQUIREMENTS
------------
This addon requires Operation Flashpoint: Resistance


CHANGELOG
---------
Version 1.0, 3:19 PM 8/31/2004
- Release v1.0, initial release


UNITS AVAILABLE IN THIS ADDON
-----------------------------

KMMYUG.PBO
Side: East
Editor category: KMM - Yugoslav Militia

Class name			Soldier type and equipment

KMMYUGSoldierEB			Militia soldier (M89), AK47
KMMYUGSoldierEG			Militia grenadier (M89), AK47GL
KMMYUGSoldierEMedic		Militia medic (M89), AK47CZ, CZ75
KMMYUGSoldierEMG		Militia machinegunner (M89), PK
KMMYUGSoldierELAW		Militia soldier (M89), AK47, RPG
KMMYUGSoldierEAT		Militia soldier (M89), AK47CZ, AT4
KMMYUGSoldierEAA		Militia soldier (M89), AK47, Strela
KMMYUGSoldierEOfficer		Militia officer (M89), AK47, Skorpion
KMMYUGSoldierEBG3		Militia soldier (M89), G3
KMMYUGSoldierEBFAL		Militia soldier (M89), FAL
KMMYUGSoldierESniper1		Militia sniper (M89), Dragunov, CZ75
KMMYUGSoldierESniper2		Militia sniper (M89), Remington, Skorpion
KMMYUGSoldierEBEngineer		Militia soldier (M89), AK47CZ, AT mines
KMMYUGSoldierEBCZ		Militia soldier (M89), AK47CZ
KMMYUGSoldierECrew		Militia vehicle crew, AK47
KMMYUGBMP			BMP with militia vehicle crew
KMMYUGSoldierEBGHeavy		Militia grenadier (M89), 6G30, Skorpion



FUNCTIONS AND FEATURES FOR MISSION MAKERS
-----------------------------------------


1) INFLUENCING AI BEHAVIOUR

 Players can use the action "Put on helmet" and "Take off helmet" and "Camouflage face" from
 the actions menu. AI controlled marines will execute these actions automatically. They can
 also be ordered to camouflage faces or put on/take off their helmets by their squad leader,
 by issuing an “action” order.

 Note that “Camouflage face” is a one time actions. Faces cannot be cleaned during gameplay.

 Mission makers and scripters are provided with the a series of commands, to control options
 and actions:


 Array KMM_FACECAMOSTATES
  Default value: void
  When defined, this array will influence behaviour regarding facial camouflage.
  Valid elements for this array are: ["CARELESS","SAFE","AWARE",STEALTH,"COMBAT"]
  Upon a change in the current behavioural state of AI units, KMM_HELMETSTATES will be
  checked, to see if the new state is in the elements of this array. If so, AI units will
  apply facial camouflage.
  When not defined, behaviour defaults as if ["COMBAT","STEALTH"]

 EXAMPLE:
  If you want the AI to apply facial camouflage for states "AWARE", "COMBAT", and "STEALTH",
  put the following line in your INIT script:
   KMM_FACECAMOSTATES = ["AWARE","COMBAT","STEALTH"]


 Array KMM_HELMETSTATES
  Default value: void
  When defined, this array will influence behaviour regarding facial camouflage.
  Valid elements for this array are: ["CARELESS","SAFE","AWARE",STEALTH,"COMBAT"]
  Upon a change in the current behavioural state of AI units, KMM_HELMETSTATES will be
  checked, to see if the new state is in the elements of this array. If so, AI units will put
  on their helmets. If not, helmets will be taken off.
  When not defined, behaviour defaults as if ["AWARE","COMBAT","STEALTH"]

 EXAMPLE:
  If you want the AI to put on helmets only for states  "AWARE" and "COMBAT", put the
  following line in your INIT script:
   KMM_FACECAMOSTATES = ["AWARE","COMBAT"]



2) FORCED CHANGE

 Wearing of helmet and face camouflage can be changed at any time, simply by executing an
 animation on the unit you want to change. Remember that this change is only temporary,
 and AI will override this at the next change of behavioural state.

 NOTE: THE ACTUAL VISUAL CHANGE CAN TAKE UP TO 20 SECONDS!

 <unit> animate ["HelmetState", 0]
  Puts on the helmet of <unit>

 <unit> animate ["HelmetState", 1]
  Takes off the helmet of <unit>

 <unit> animate ["FacecamoState", 0]
  Switch on the “camouflage face” action in the actions menu, for <unit>.

 <unit> animate ["FacecamoState", 1]
  Switch off the “camouflage face” action in the actions menu, for <unit>.

 <unit> setface "KM_FaceCamo"
  To set camouflage for the unit’s face. Don’t forget to disable the “Camouflage face” option for
  <unit>, when you do this!




 NOTE:
  you can quickly change properties for an entire team using the "foreach" command:
   { _x  animate ["HelmetState", 1] } foreach units <unit or group>;

  To change the current behavioural state of a unit, you can use the OFP SetBehaviour command:
   <unit> SetBehaviour <behaviour>

  Look at the official command reference from htp://www.flashpoint1985.com/ for more information.



INSTALLATION INSTRUCTIONS
-------------------------
extract the .PBO files, and put in operation flashpoint\RES\addons folder.
