<<UK Desert(ed) troops = BLEED 1.0d>> July 23 2005

..as in Blackblood's Light Evaluation Edition or

S.O.D.O.F.F. (Singleplayer Only Designated Objects For Feedback) or
A.R.S.E. (Absent of Reliable Script Enhancements).
Jokes aside, real life gives me a royal beating so:
In order to provide support this side of the century for our middle-east US guys, I've decided 
to release this addon as is (read about the issues at the bottom of the page).


WHO DID WHAT?
Initial p3d by BIS
Models and textures by Blackblood
UK weapons by P:UKF
Config assistance by P:UKF


REQUIRED ADDONS:
JAM2
ukf_ukweps.pbo 	(from P:UKF's DPM Troop Pack 1)
ukf_slmg.pbo 	(from P:UKF's DPM Troop Pack 1)
http://www.ofpec.com/addons/index.php

INCLUDES:
-Singleplayer versions and experimental MP units.
-RMC, PARA and SAS in desert and desert/DPM scheme.
-Sig Sauer P226
-A lowprofile laser designator (no tripod). Thanx BAS for the idea of using two p3d's.
-Four backpack-shaped ammocrates in vehicleclass "Empty-->BLB - Misc".
-Two different SAS models with applied randomness. I personally recommend latest addition: SAS2.
-SAS3 in webbing
-Paras in berets, helmets, webbing and assaultvests.
-RMC's in berets, helmets, webbing and DPM/DPM flakjackets.
-Lowpoly units for Para, RMC and SAS 2
-A bonus unit, and not very desert. (W SAS DPM)
-A load of Gamelogics/global variables in vehicleclass "Game Logic-->BLB" (se details below & Codes.txt)
-Four customizable ammobearer loads each with 5 slots:[9x ammotype1,9x ammotype2, 4x ammotype3, 2x ammotype4, 1x weapon]
>>>Check codes.txt or CODES.jpg for usage<<<
	
Example (input in any INIT field):
BLB_BERGENLOAD_II = ["LMG","M21","Smokegrenade","LAW","M16"] <--- (9x LMG mag, 9x M21 mags, 4 Smokegrenades, 2 LAWS, 1 M16 rifle)

	Units wearing the ammobergen are able to:
	- drop ordered ammo
	- drop bergen permanently (a bergen-shaped ammocrate with the current loadout spawns on the ground)
	Units wearing the ammobergen are NOT able to:
	- Pick up the recently dropped bergen. It stays on the ground as an ammocrate. Yep, it sucks...

	Units wearing the patrolpack are able to:
	- drop it on the ground permanently (turns into a 12 mag loadcapacity ammocrate)

	SAS guys wearing the patrolpack are able to:
	- drop it on the ground permanently (turns into a 12 mag...+ a very unstable explosive charge)
	  Put two or three shots in it and watch anything within 50 metres go into orbit.


THE 'USE MORPHINE' OPTION IN ACTION MENU (SAS ONLY):
You have two morphineshots, each with a healcapacity of +0.25 (Fully recovered = 1.0)
There are no sounds or confirmation messages when using the morphine.

THE 'GOGGLES ON/OFF' OPTION IN ACTION MENU:
All shades/goggles/sunglasses are compatable with BAS chopperdust script.
(Checks for animationphase of selection 'goggles')


GAMELOGICS AND GLOBAL VARIABLES (Gamelogics is found under gamelogic-class in editor):
*************************************************************************************************
Logic syntax:
[UNITS THIS LOGIC WORKS ON]-[Effect of the logic] [(AI,Player,Random,All)]
Example:
displayName = "PARAS-Helmets (Random)"
...means a random selection of the Paras gets helmets.

SAS (All) = both random and static SAS guys.
ALL = Every unit in the editor (besides Lowpoly ones)
AMMOBEARERS = A good guess would be...*drumroll*...Ammobearers.
RANDOM UNITS = any displayname starting with "_" (underscore).
BACKPACK UNITS = Units with either patrolpacks or bergens.
Models containing backpacks:
BLB_DPARA.p3d (bergen) all "Para (vest) xxxx" in editor
BLB_DSAS2.p3d (bergen) all "SAS 2 xxxx" or "_SAS 2 xxxx" in editor
BLB_DSAS.p3d (patrolpack) all "SAS xxxx" or "_SAS xxxx" in editor
BLB_DWEB_W.p3d (patrolpack) "RMC xxxx" in editor. NOT "RMC (DPM) xxxx"!

Bear in mind that some units are deliberately not effected...
The logics/variables have NO effect on LOWPOLY units!!!
Some of the logics/variables have contradictive commands. No harm if you accidentally use 'em tho.
>>>Check codes.txt or CODES.jpg for usage<<<
*************************************************************************************************

ISSUES:
1) MP functionality.
	I'm a complete idiot when it comes to MP scripting. The random appearence and ammobearer scripts has a ?/? chance of working in MP.
2) The ammobearer script. 
	In order to make highly individual bergen loadouts, I used dummy animations as switches. It worked fine...until I noticed that any AI using this didn't animate s**t unless you had him on visual range and gave him a good stare.
	Seems like anims have a need-to-know priority ingame. Human players can use it tho. Open for suggestions...
3) The wrists looks like **** with Sanctuary's animations 1.0-1.7.
	These units were made with BIS standard anims as reference and works beautifully that way.
	When Sanct's anims showed up I loved it and I wasn't alone. 
	Only trouble is they're not properly aligned lowerarm->hand. I've tried it with SEBNam units and other shortsleeved with the same sad result so it's not just my blokes, ok? ;)
	I went thru all the anims in the pack and actually found a solution that didn't make a difference for longsleeved addons but a major one for shortsl. 
	By the time I was done, Sanct released another version and yet...another version...
	I'm now sitting comfortably in my straitjacket...
	*NEWSFLASH* If you've downloaded the newest anim release (now called DMA) you can ignore this subject. Problem fixed. Thanx Sanct with friends!*NEWSFLASH*
4) No geordy accents. ;)


ISSUES THAT CAN BE FIXED BUT HALTED DUE TO TIME CONSTRAINT:
-----------------------------------------------------------
-Sanctuary anim compatibility
	Long Fix: About 10-15 anims like Stand, Crouch and lying + interpolations etc.
	Do not move the hand, it's the lowerarm that needs to be rotated a few cm down.
	When done properly it WON'T effect standard and longsleeved units. Tried and succeded at Sanctuary 1.5.
	Short Fix: Download the latest release (DMA). 
-Lightskinned arms and hands regardless of facial skin colour.
	Fix:Make lowerarms and hands 'Xicht.paa" (SEBNam style) 
	You have to dig in every LOD, all in all about 40-50(!) and don't forget to tag 'em with a USER 1 in properties.
-MP. Pretty much anything involving using these lads in MP. Especially Random units and ammobearers.
	Fix: ?

THE SCRIPTS AND POSSIBLE LAG?
---------------------------------------------
Some of you have expressed concern regarding the usage of scripts and the presumed lagfactor.
There are no scripts running in the background waiting for a condition to be true/false etc.
Any script started, exits within a few seconds. 

A BIG BOW TO THE FLOOR TO THESE FELLAS:
UKF guys - For being true sports and backing me up and tons of other reasons. Truly awsome!
Ebud - For being such an E-bud during the early stages of this (wrist issue).
KMARNS team - For inspiring me in the first place.
Munk and C4P741N - For BETA testing and heavy moral support.
RKSL - For the nice sniper rifle (sadly and disturbingly not included in this release).
BAS, MAPFACT, DKM, FDF etc for boosting the lifetime of OFP several years.
All the BI FORUM vets for making me feel like home every visit. Avon, Colonel, Placebo. You bow to noone.

...and last but not least Thanx to the community for the superb support and nice words during this loooong ride! /BB

Final words (Quoting UKF): If you do not gain permission first, before using any of these models/textures in your own modelling, 
it will be classed as theft and regarded as such.

***THIS IS NOT AN OFFICIAL ADDON, USE AT YOUR OWN RISK***


