Copyright (c) 2004 COMBAT! OFP Addons

HEMMT Pack v0.8 Beta 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_M977.pbo
- CBT_M978.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:
- CBT Misc.pbo
- OFP: Resistance (min. v1.96)

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II. List of Addons

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

CBT - Car:
/WEST/...
CBT - Car/M977 Nato			- "CBT_M977Cargo_W"	1
CBT - Car/M977 Closed Nato		- "CBT_M977CCargo_W"	1
CBT - Car/M977 Desert			- "CBT_M977Cargo_D"	1
CBT - Car/M977 Closed Desert		- "CBT_M977CCargo_D"	1
CBT - Car/M977 Armed Nato 		- "CBT_M977CargoG_W"	0		
CBT - Car/M977 Armed Desert 		- "CBT_M977CargoG_D"	0		
CBT - Car/M978 Fueler Nato		- "CBT_M978Fuel_W"	1
CBT - Car/M978 Fueler Desert		- "CBT_M978Fuel_D"	1

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III. Features

- Authentic weapon loadouts;
- About 8 variants of the vehicle;
- 2 different paint schemes, suiting normal and desert islands;
- New, authentic sounds;
- Random vehicle numbers and division markings, predefinable;
- Randomized chevrons on desert variants, predefinable;
- Vehicle burning script with random secondary explosions;
- Weapon exaust gases;
- Realistsic simulation of weapon 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 HEMMTs without scripts, write on a global place:
- "CBT_M977_NoScripts = true"

To play the vehicles 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 vehicle 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 vehicles, limitations will be noted below.

Main number/emblems predefinition line, first syntax:

[<name>, "<num>", "<chevron>", "<div>"] exec "\CBT_M977\fx\CBT_UN.sqs"

Description:
- <name> - represents the name of unit to engage the script on. If you use init line of the specified vehicle 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 vehicles:
"none"   - erases emblem from vehicle
"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 vehicle:
"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_M977\fx\CBT_UN.sqs"
This will make vehicle appear with A-22 vehicle number, Delta chevron, and 24-18-I division markings.

KFOR Markings:

I have also included KFOR style markings:
Place this in the init line:

For Nato variants: this setObjectTexture [2,"\CBT_M977\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

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V. Credits

The HEMMT Pack team is:

Sniper Skull 	- modeling, beta testing
Rudedog		- modeling, textures, beta testing
Pablo		- stowage textures and beta testing
Bobcatt		- research and beta testing
   
	
To the whole COMBAT and RHS team for excellent beta testing.

Also thanks to:
Marfy					- His texturing tutorials and wheel and canvas textures
raedor (RHS)				- scripting
TJ (BAS) 	                	- for his fire/shockdust 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
BAS					- scripts and setting a standard in OFP addons
BIS 	                        	- for making a great game we still enjoy
Everyone else who we 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 HEMMT pack, contact us:
- Our homepage: http://combat.ofpr.com
- Our forums: http://combat.ofpr.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! HEMMT Pack v0.8 Beta
You may find all our addons at Download section
http://combat.ofpr.com/


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IX. Change Log

0.80 - Public Beta Release

X. Future Enhancements

	- More options for random markings
	- User created markings
	- More Variants
