
ADDON: Improved BRDM-2 units

Version : 2.1

Release Date: 11/13/2011



======================
DESCRIPTION :
======================

BRDM2 model improvements for OA and additional BRDM2 models based on real-world variants.  Numerous improvements added with online play in mind!

MLODs are available as a separate download.  See thread in the BIS forums for more details.

All addons now signed with V2 keys; new "pook_v2.bikey" included.

Original thread:
http://forums.bistudio.com/showthread.php?t=119008


======================
INSTALLATION :
======================

Dependencies:  This is a standalone mod that requires OA v1.56.  Tested with OA and OA-Reinforcements.

Installation:  Extract the @POOK folder into your Arma2 folder.  
The PBO and Sign files are in the archive.  
Edit your startup shortcut to include:

   "-mod=@POOK;"

You may also select "POOK" in the in-game addons list.


For more information about addon folders please check BIS Wiki here:

http://community.bistudio.com/wiki/Addons#ArmA_2


==============
CONTENT:
==============

This addon contains the following files:

\@POOK\pook_v2.bikey
\@POOK\brdm2imp_readme.txt

\@POOK\missions\brdm2imp_animations.utes
\@POOK\missions\brdm2imp_showcase.utes

\@POOK\Addons\brdm2imp.pbo
\@POOK\Addons\brdm2imp.pbo.POOK.bisign

\@POOK\Addons\brdm2imp9m113.pbo
\@POOK\Addons\brdm2imp9m113.pbo.POOK.bisign

\@POOK\Addons\brdm2imp9m111.pbo
\@POOK\Addons\brdm2imp9m111.pbo.POOK.bisign

\@POOK\Addons\brdm2imp9m14.pbo
\@POOK\Addons\brdm2imp9m14.pbo.POOK.bisign

\@POOK\Addons\brdm2imp_atcrew.pbo
\@POOK\Addons\brdm2imp_atcrew.pbo.POOK.bisign



==============================
FEATURES:
==============================

- Improved BRDM2 units and additional versions.

- Many model features built with multiplayer and veteran-level play in mind.  Working hatches, improved dashboard, etc.

- The units are found under "Armor" in their respective factions.

- CDF-Independent units added.  This expansion of the Independent forces should help to supplement the UNO faction and bring greater flexibility to missions.

- Texture sets and flags for all factions.  Detailed infomation below.

- This mod only adds new units.  It does not replace any existing units!  Vehicle names for this mod were altered where conflicts exist: "BRDM2", "BRDM2-HQ", and "9P148" are the names of the new units in this mod.  The original "BRDM-2", "BRDM-2 (HQ)", and "BRDM-2 (ATGM)" BIS units are unaffected.

- A sample mission with texture and animation examples is included.



======================
MODELS and VERSIONS:
======================

Classnames listed at the bottom of this document!

Vehicles:
----------
- BRDM2: Baseline standard BRDM2 armed with PKM and 14.5mm KPVT.

- BRDM2-M: Russian M model - PKM and 23mm KPVB armaments, right side muffler only, smoke launchers x6, searchlight, gunner spotlight.

- BRDM2-M-AGS: Russian M model with additional AGS17 vehicle launcher.

- 9P148: 9M113 Konkurs (AT5) ATGM model (improved model and AT5 behavior and reload times)

- 9P124: (AT2) ATGM model.

- 9P122: 9M14 Malyutka (AT3) ATGM model.

- 9P133: 9M14 Malyutka-P (AT3C) ATGM model.

- BRDM2-TOW: IDF converted captured BRDM units with open-top TOW launcher and smoke launchers.  Many of these were recently purchased by the CDF.

- BRDM2-MG-M2: M2 GPMG open top conversion model used by CDF.  Based on TOW model, that the CDF converted for an armored border patrol vehicle.

- BRDM2-MG-M240: M240 MG open top conversion model used by CDF, similar to M2 MG model.  Based on TOW model.

- BRDM2-Mk19: Mk19 GL open top conversion model used by CDF, similar to M2 MG model.  Based on TOW model.

- BRDM2-MG-M134: M134 MG open top conversion model used by PMC.  Based on TOW model.  PMC purchased these from CDF to supplement their patrol capabilities.  Same armor as Armored SUV!

- BRDM2-Police (barricade): Police model with fence barricade and spotlight based on real-world vehicle.  Used by both civilian and military factions.  Transport cargo equipped with selected police armaments.

- BRDM2-Police (patrol): Armored police patrol model with light bar and spotlight based on real-world vehicle.  No barricade on this model.

- BRDM2-HQ: HQ model with antenna hubs and "gunner" position.  Equipped with additional radios.  Can be used to simulate availability of command and support options.

- BRDM2-HQ-C2: HQ command-control model with deployable observation mast.  Laser designator is primary weapon.  This model is intended to simulate various real-world "command vehicles".  Perfect for MP use!

- BRDM2-MG-PKM: Dual-gun PKT Model with dual mounted PKTs and gunner turret hatch.  Model converted from chemical reconnaissance version (BRDM-2-RKhb).  New magazines (and tracers) to provide adequate ammunition supply.

- BRDM2-RKT: Improvised rocket pod mount used by rebels and insurgents.  Modelled after real world vehicle mod.  Uses S-8 Launcher (Russian aircraft rocket pod) with proper 32 round 80mm rocket magazine.  Pod is mounted to main gunner turret to allow AI to use weapon.

- BRDM2-ASRAD: Air Defense model using the ASRAD short-range air defense system.  Stinger missiles are default armament on the CDF version.  The ASRAD targeting system is less susceptible to countermeasures and provides very short acquisition and engagement times.

- BRDM2-DSHK: Modified BRDM-2 with .50 cal DSHK main gun used mostly by rebels and insurgents with limited resources.


Weapons:
---------
Some completely new weapons.  Some existing weapons adjusted with improved magazine reload times and animation to better simulate real-world behavior.

	BRDM2IMP_AGS17_veh: AGS-17 Vehicle Mount
	BRDM2IMP_KPVB: 23mm cannon
	BRDM2IMP_TOWLauncher: Improved vehicle TOW launcher // (magazines: BRDM2IMP_1Rnd_TOW)
	BRDM2IMP_AT2Launcher: AT2 Vehicle Launcher // (magazines: BRDM2IMP_4Rnd_AT2) (ammo: BRDM2IMP_M_AT2_AT: AT2 adjusted missile with new model)
	BRDM2IMP_AT3Launcher: AT3 Vehicle Launcher // (magazines: BRDM2IMP_6Rnd_AT3) (ammo: BRDM2IMP_M_AT3_AT: New AT3 missile)
	BRDM2IMP_AT3CLauncher: AT3c Vehicle Launcher // (magazines: BRDM2IMP_6Rnd_AT3c) (ammo: BRDM2IMP_M_AT3c_AT: New AT3 missile)
	BRDM2IMP_AT5Launcher: Improved AT5 Vehicle Launcher // (magazines: BRDM2IMP_5Rnd_AT5) (ammo: BRDM2IMP_M_AT5_AT: AT5 adjusted missile with new model)
	BRDM2IMP_FlarePistol: Signal Flare Gun
	BRDM2IMP_PKTDual: Dual PKT machine guns // (magazines: BRDM2IMP_500Rnd_762x54_PKT)
	BRDM2IMP_RKTPOD: 80mm 32-round launcher pod
	BRDM2IMP_AT4_Static: AT4 Static Launcher // (magazines: 1Rnd_AT4_BRDM2IMP) (ammo: BRDM2IMP_M_AT4_AT: New AT4 missile)
	BRDM2IMP_StingerLauncher: ASRAD AA Stinger launcher // (magazines: BRDM2IMP_4Rnd_Stinger) (ammo: default stinger missile)
	BRDM2IMP_M134: Improved M134. // (magazines: 50Rnd_KPVT_BRDM2IMP)
	BRDM2IMP_KPVT: Main BRDM-2 gun with improvements. (magazines: 50Rnd_KPVT_BRDM2IMP)

	
==============
CHANGELOG:
==============


v2.1:  11/13/2011
-------------------

NEW: Readme updated with more comprehensive information!

NEW: Revised camo patterns: Russian Modern Camo, Desert Tan camo (Takistan Locals), PMC Black, PMC Grey, Police Civilian Blue, UN white

NEW: Revised camo netting patterns (see below).

FIX: Minor texture mapping issues

FIX: Shadow model issue

FIX: MG M2 Model issue

FIX: Police barricade texture issue

FIX: Police Door issue (getin-getout)





v2.0:  11/05/2011
-------------------

NEW: DSHK version outfitted for use by insurgents with limited resources.

NEW: Tires can be damaged/destroyed!  "Newer" versions (BRDM-2M; BRDM-2M-AGS; BRDM2-ASRAD) have slightly higher armor settings to simulate run-flat tires.  Thanks to W0lle and the CRW2 team for providing guidance on adding this feature!

NEW: Police roadblock barriers.  New signs are found under "Empty > Objects (Signs)".  Road barriers with "Stop/Halt", "Police", and "Military Police" signs in Arabic/Czech, Arabic/English, and Arabic/Russian.  9 new signs total.  Translations should be correct.

NEW: Police Lights, Siren and Horn.  Animated dashboard switch for lights and siren.  Lights modelled to be viewable in daylight by scripting hiddentextureselections.

NEW: Driver-controlled deployable police checkpoint for the Police Patrol model.  Similar to camo netting on combat models.  Sign can be changed by using the hidden selection textures found on the new roadblock signs.

NEW: "Newer" versions now have TI optics (BRDM-2M; BRDM-2M-AGS; BRDM2-TOW; BRDM2-ASRAD).

NEW: Changed Static Launcher names (and backpacks) to BIS formats:

 - 9M14 now appears as "Malutka 9M14 Launcher"

 - 9K111 now appears as "Fagot 9M111 Launhcer"

 - 9K113 now appears as "Konkurs 9M113 Launcher"


FIX: Adjusted magazine capacities for KPV-B 23mm, KPVT 14.5mm, and PKT 7.62x54R magazines to more accurately model real magazine capacities.  New magazine definitions!

 - KPV-B 23mm magazine capacity/loadout now 10-50 rd mags 

 - KPVT 14.5mm magazine capacity/loadout now 10-50 rd mags

 - PKT 7.62x54R magazine capacity/loadout now 8-250 rd mags


FIX: KPV-B 23mm cannon now uses cannon sounds and reduced rate of fire.

FIX: Minor texture issues on all models; also additional texture issues on ATGM units.

FIX: Textures for NAPA/CHDKZ factions reversed. CHDKZ faction now uses "xxx_INS" textures (see below).

FIX: Cleaned up onscreen user action prompts.

FIX: Lighting issue with headlights.

FIX: Thermal Images improved.

FIX: Turret issues with gunner views in static launchers.

FIX: Adjusted AT commander optics range of motion and camera location.

FIX: Corrected minor issues with 3D models.

FIX: Recoil animations adjusted for most guns.

FIX: M240 and M134 gunner optic texture issue.

FIX: Reverted to original BIS ATGM optic due to zoom centering issues.

FIX: Surf board shadow animation.




v1.2:  10/05/2011
-------------------

NEW: Main turrets have OA-style zero ability!

NEW: Groups! Groups for every faction, suitable for spawn via ACM.  Complete list at bottom of readme.

NEW: ASRAD Air Defense model using Stinger missiles.

NEW: 9K111 Fagot (aka "Bassoon") AT4 ATGM static launcher and 9M111 ammo.

NEW: 9P133 / 9M14-P (aka "AT-3c" / "Malyutka-P") ATGM launch vehicle and static launcher.

NEW: Fuel capacity for 2M and 2M-AGS models extended by 25% as per real-life model.

NEW: Improved 3D model for co-axial PKT.

NEW: AT5 launcher can now use 9K111 AT4 missiles as per real-life model.

FIX: TOW Launcher AI targeting issue.

FIX: Corrected model issues for Baseline, TOW, BRDM-2M, and BRDM-2M-AGS versions.

FIX: Smoke launchers were not working on some models.

FIX: Corrected commander periscope vertical angles (from 0 to -5).

FIX: Corrected Dual-PKT tracer count.

FIX: Recoil animation missing from Dual-PKT guns.




v1.1:  9/7/2011
-------------------

NEW: Dual-gun PKT Model with dual mounted PKTs and gunner turret hatch.

NEW: Improvised rocket pod mount used by rebels and insurgents.  Uses S8 rocket pod

FIX: Tail light and brake light texture issue.  No more black boxes around lights.

FIX: "Placement slopelandcontact failed" error in RPT for both Police models.  No more errors listed in RPT file!

NEW: Showcase Mission updated with new units.




v1.0:  8/21/2011
"Official" Release
-------------------

NEW: Using v2 keys

NEW: Added several vehicles for Takistan Militia and Takistan Locals.  Justification is that they captured some vehicles during the conflict.  Additional vehicles BRDM-2M; BRDM-2MAGS; BRDM2-M2; BRDM2-M240.

NEW: Updated showcase mission also updated with additional models.

FIX: Missing turn-out gunner in HQ models

FIX: BRDM-HQ left front wheel not centered

FIX: Various texture issues

FIX: Missing camo net on some models

FIX: Window LOD issues

FIX: Empty "passenger" seats removed from certain models

FIX: HQ model "gunner" seat

FIX: HQ LOD errors

FIX: LOD distance improvements

Known Issues:  

 - These are converted from the public Arma1 models.  Therefore some details will be lacking A2 standards.

 - ATGM vehicle AT weapons don't work well with ACE.  All other vehicles appear to have no problems.

 - No OA-style zero ability on turrets

 - "Placement slopelandcontact failed" error in RPT for both Police models.



v0.9:  7/31/2011
Initial Release
-------------------

- Units with texture sets for all sides factions. The camo texture sets can be replaced with camo1/camo2 hidden texture sets.

- Faction logo and unit textures.  These can be altered with the hidden texture sets: "clan", "clan_sign", "clan_sign2".  They can be "removed" by using the "clear_empty.paa" texture.  Details in the Textures section below.

- Transport Cargo inventory w/ extra gear (gear varies by model and faction).  Transport cargo can carry backpacks (up to 4).  Police cargo stocked with appropriate "police" weapons!

- Thermal maps.

- Correct shadow LODs.

- Damage LODs.

- Adjusted distance settings for the lower-poly LODs.

- New units have matching in-game pics and icons.

- Reload times for some weapons adjusted to be more realistic.

- Working hatches for crew Turn in / Turn out.

- Fully animated, automatically deployed water fording gear - front surf board, propeller, propeller cover, dashboard lever, and internal winch.  Gear can also be deployed by driver on demand.

- Working commander periscopes.

- Corrected headlight/brake light behavior and textures.

- Corrected get in/get out positions.

- Working, accurate dashboard. All gauges built with online play in mind! Calibrated gauges: speed, rpm, fuel, compass, low fuel indicator light, turret directional indicator, inclinometer. The incline gauge is there at my discretion, since when in 1st person view it can sometimes be difficult to tell your position.

- Engine compartment cover animations per real BRDM-2 vehicle, activated by engine turn on.  Reload animations on various models.

- Most animations can be manually activated with user actions (depends on vehicle).

- All glass and window surfaces properly modelled with "reflective" surface.

- Front window covers fixed in open position. No more closed covers if engine is off!

- Turret movements do not make engine turn on.

- Internal cabin light when headlights are on.  Memory point for the light:  "intlightsrc_1".  There is also a 2nd one "intlightsrc_2", and one on the dash:  "intlightsrc_3".  These have the potential to be scripted on/off.

- 9K113 Konkurs (AT5) and 9M14 Malyutka (AT3) static launchers.  Real-world AT units can carry static launchers to provide dismounted support.  More information in the Static Launchers section below.

- New crew member units for A2 vehicles (Russian, CDF, NAPA, CHDKZ) that can carry static launcher backpacks.

- Deployable camo nets around most vehicles!  Driver controlled.  Net can only be used when vehicle is stopped!  It prevents movement by removing fuel until packed away.  Leaving the vehicle when net is deployed can cause the AI to report "low fuel".  Fuel is returned when the camo net is stowed.  This was the only way to ensure you don't have a "driving net" vehicle.

- Extesnsible observation mast on HQ-C2 (command & control) model.  Observation mast is the gunner turret and uses the laser designator.  This broadly simulates various real-world C2 models.  Observation mast is activated and controlled by gunner.  Keep this in mind if deployed near hostile forces or in MP.

- Police model for civilian AND military factions with animated doors.

- Police barricade fence is fully modelled to block people.  Note: Deploying the barricade removes fuel same way as camo net!  This was done to avoid "crazy taxi" drivers. :)

- Police models have additional cargo seats (vehicle carries up to 8 total) and selected armaments in transport cargo for police units.  Armaments present in both Civilian and Military police units.

- Flare signal pistol:  Transport cargo for all vehicles contains a flare pistol and flares.  Flare pistol only fires flares and smoke shells!  Pistol can fire any default GP25 or M203 flare/smoke round.



==============================
KNOWN ISSUES / BUGS:
==============================


- These are converted from the public Arma1 models.  Therefore some details will be lacking A2 standards.

- Static Launchers generate "unknown animation source" error in RPT.  This does not affect function or gameplay, and is just a minor annoyance.  Other mods appear to exhibit the same issue.

- ATGM vehicle AT weapons don't work well with ACE.  All other vehicles appear to have no problems.  This is being researched for an ACE-compatible version.

- Turn-Out issue:  When a human player sits in the back cargo seat, the AI driver and commander animations are broken (they appear standing up and turned out). Moving into gunner position they return to sitting position.  I am not sure how to fix this.  The Turn Out / Turn In option is not added to certain open-top vehicles (M2, Mk19, M240, M134) due to this "Turn-Out issue".  I would welcome any suggestions to make this work!

- In-cabin light source can sometimes be seen outside of the vehicle at long distances.  It has been adjusted to be barely noticeable, but it is still there.  Since the lights are on anyway, it doesn't seem to affect play.

- External missile launchers do not display missiles on rails after reload.  This is a limitation of the Arma engine.

- Animations for external missile launchers are limited. Turrets on ATGM models (9P122, 9P124, and 9P148) are fixed in the "open-ready to fire" position.  Animations to pack/unpack the turrets are not modelled.

- Police barricade suffers from geometry limitations when stowed.  The geometry requires additional space on the sides (about 1 meter) for the vehicle to pass by objects.  This might cause AI driving issues in tight spaces.  This had to be done for the barrier to block people correctly when deployed.

- Some reload animations aren't timed perfectly.

- Transport Cargo may not be suitable for all scenarios.  Cargo can be easily removed from any vehicle via the "clearWeaponCargo" and "clearMagazineCargo" commands.

- I was planning to make road flares but could not get the scripting to work just right.  The road flare object, icon and textures are present, however.  This might be included in a future release.



======================
STATIC LAUNCHERS:
======================

9M113 (AT5), 9M111 (AT4), 9M14-F (AT3c) and 9M14 (AT3) static launchers are modelled to enhance AT crew capabilities.  Static Launcher / Backpack classnames listed at the end of this document.

 - Using the static launchers you can enhance AT scenarios that can have an AT3/AT3c/AT4/AT5 static launcher deployed in ambush alongside a launcher vehicle.  This is apparently a tactic used by real-world AT units to enhance their effectiveness.  A proper simulation would include RPG units to round out the perimeter.  Groups have been created to simulate this deployment.

 - The static launchers can be disassembled to backpacks for storage in vehicle cargo, like any of the OA static equipment.

 - The static launchers have their own ammo!  The ammo cannot be shared from the vehicle to the static launcher without scripting.

 - Static launchers all have a deployable camo net.  Camo for desert/woodland selections that vary by faction.
 
 - To avoid excessive backpacks cluttering up the editor, only East/West/Independent and E/W/I Desert units and backpacks are modelled!



=================================================
TEXTURES:
=================================================
Units use "HiddenTextures" feature which includes:

0 - "camo1" = \brdm2imp\data\BRDM2_1_RU.paa // main body
1 - "camo2" =	\brdm2imp\data\BRDM2_wheel.paa // wheel, undercarriage
2 - "camo3" = *unused* (added for future use)
3 - "clan" = \brdm2imp\data\logo_rus.paa // flag insignia logo (sides)
4 - "clan_sign" = \brdm2imp\data\clear_empty.paa // lower insignia logo (sides and front)
5 - "clan_sign2" = \brdm2imp\data\clear_empty.paa // front flag insignia
6 - "camonet" = \BRDM2IMP\data\camonet\camobignorth_ca.paa // External camo netting (driver switched)

Textures for Police Models ONLY:

6 - "policelight_left" = "\BRDM2IMP\police\police.paa" // Police Lights
7 - "policelight_right" = "\BRDM2IMP\police\police.paa" // Police Lights
8 - "policelight_rear" = "\BRDM2IMP\police\police.paa" // Police Lights
9 - "police_haltsign" > Only for Police Patrol Model:

9 = "\brdm2imp\policebase\banners\arabichaltbannerCZ.paa" // Police Barricade "Halt" sign Czech
9 = "\brdm2imp\policebase\banners\arabichaltbannerEN.paa" // Police Barricade "Halt" sign English
9 = "\brdm2imp\policebase\banners\arabichaltbannerRU.paa" // Police Barricade "Halt" sign Russian
9 = "\brdm2imp\policebase\banners\arabicmilitarypolicebannerCZ.paa" // Police Barricade "Military Police" sign Czech
9 = "\brdm2imp\policebase\banners\arabicmilitarypolicebannerEN.paa" // Police Barricade "Military Police" sign English
9 = "\brdm2imp\policebase\banners\arabicmilitarypolicebannerRU.paa" // Police Barricade "Military Police" sign Russian
9 = "\brdm2imp\policebase\banners\arabicpolicebannerCZ.paa" // Police Barricade "Police" sign Czech
9 = "\brdm2imp\policebase\banners\arabicpolicebannerEN.paa" // Police Barricade "Police" sign English
9 = "\brdm2imp\policebase\banners\arabicpolicebannerRU.paa" // Police Barricade "Police" sign Russian




Texture Sets
----------------
Reskins for different camo patterns can use the following:

	this setObjectTexture [0, "your_camo_texture.paa"];
	this setObjectTexture [1, "your_wheel_texture.paa"];

	*** texture 2 is currently unused ***


Main Body Texture sets:

	this setObjectTexture [0, "\BRDM2IMP\data\brdm2_1_ru.paa" // Russian New Pattern Camo
	this setObjectTexture [0, "\BRDM2IMP\data\brdm2_1_CDF.paa" // CDF Woodland camo (default BIS CDF West faction)
	this setObjectTexture [0, "\BRDM2IMP\data\BRDM2_1_CDFDES.paa" // CDF Desert camo (used by CDF-Independent Faction)
	this setObjectTexture [0, "\BRDM2IMP\data\BRDM2_1_GUE.paa" // Basic "Soviet Green" used by NAPA Guerilla
	this setObjectTexture [0, "\BRDM2IMP\data\BRDM2_1_INS.paa" // Red Stripe CHDKZ Insurgent pattern
	this setObjectTexture [0, "\BRDM2IMP\data\brdm2_1_TAK.paa" // Takistan desert camo used by Takistan Army and Takistan Militia
	this setObjectTexture [0, "\BRDM2IMP\data\brdm2_1_TAN.paa" // Basic desert tan used by Takistan Locals
	this setObjectTexture [0, "\BRDM2IMP\data\brdm2_1_UNO.paa" // Basic "United Nations White" used by UNO faction

All AT textures are named the same, located in the \data\atgm folder:

	this setObjectTexture [0, "\BRDM2IMP\data\atgm\brdm2_1_ru.paa" // ... etc.




"clan" texture: The large flag texture.  If you wish to change the flag logo, simply insert the following in the vehicles init in the editor:

	this setObjectTexture [3, "\BRDM2IMP\data\logo_rus.paa" // Russian flag
	this setObjectTexture [3, "\BRDM2IMP\data\logo_cdf.paa" // CDF flag
	this setObjectTexture [3, "\BRDM2IMP\data\logo_tak.paa" // Takistan forces flag
	this setObjectTexture [3, "\BRDM2IMP\data\logo_uno.paa"]; // NATO "ISAF" emblem
	this setObjectTexture [3, "\BRDM2IMP\data\logo_uno1.paa"]; // NATO "cross" emblem
	this setObjectTexture [3, "\BRDM2IMP\Police\police_cdf_emblem.paa"]; // Chernarus Police emblem 
	this setObjectTexture [3, "\BRDM2IMP\Police\police_emblem.paa"]; // Generic "Police" emblem
	this setObjectTexture [3, "\brdm2imp\data\clear_empty.paa"]; // "Invisible" texture
	this setObjectTexture [3, "your_custom_logo.paa"]; // Custom squad or flag texture


"clan_sign": The secondary logo texture:
	this setObjectTexture [4, "\brdm2imp\data\banner_CFOR.paa"]; // "CFOR" banner (Chernarus Forces)
	this setObjectTexture [4, "\brdm2imp\data\banner_SFOR.paa"]; // "SFOR" banner (Stabilization Forces - NATO mission in Bosnia)
	this setObjectTexture [4, "\brdm2imp\data\banner_UNO.paa"]; // "ISAF" banner (International Security Assistance Force - NATO mission to Afghanistan)
	this setObjectTexture [4, "\brdm2imp\data\banner_UNO1.paa"]; // "IFOR" banner (Implementation Forces - NATO mission to Bosnia)
	this setObjectTexture [4, "\brdm2imp\police\banner_police.paa"]; // "POLICE" banner
	this setObjectTexture [4, "\brdm2imp\police\banner_poliz.paa"]; // "POLIZ" banner


"clan_sign2": Small flag logo on front of vehicle:

	this setObjectTexture [5, "\BRDM2IMP\data\emblem_rus.paa"]; // Russian star
	this setObjectTexture [5, "\BRDM2IMP\data\flag_cdf.paa" // Chernarus flag
	this setObjectTexture [5, "\BRDM2IMP\data\logo_napa.paa"]; // NAPA emblem
	this setObjectTexture [5, "\BRDM2IMP\data\emblem_chdkz.paa"]; // CHDKZ circle-star
	this setObjectTexture [5, "\BRDM2IMP\data\emblem_tak.paa"]; // Takistan forces symbol
	this setObjectTexture [5, "\BRDM2IMP\data\emblem_takloc.paa"]; // Takistan state symbol
	this setObjectTexture [5, "\BRDM2IMP\data\flag_uno.paa" // United Nations flag


"camonet":  Deployable camo net on vehicles and launchers.  Reskins for different camo nets:

	this setObjectTexture [6, "\BRDM2IMP\data\camonet\camobignorth_ca.paa"]; // RUS, CHDKZ woodland camo net
	this setObjectTexture [6, "\BRDM2IMP\data\camonet\camonet_east_co.paa"]; // CDF (west), NAPA woodland camo net
	this setObjectTexture [6, "\BRDM2IMP\data\camonet\camonet_nato_co.paa"]; // UNO, PMC woodland camo net
	this setObjectTexture [6, "\BRDM2IMP\data\camonet\camobigsouth_ca.paa"]; // TAK desert camo net
	this setObjectTexture [6, "\BRDM2IMP\data\camonet\browncamo.paa"]; 	 // PMC Desert, Tak Militia (Insurgent) camo net
	this setObjectTexture [6, "\BRDM2IMP\data\camonet\camonet_nato_desert.paa"]; 	 // CDF (independent) desert camo net
	this setObjectTexture [6, "\BRDM2IMP\data\camonet\camonet_east_dmc_co.paa"]; 	 // Tak Locals (GUE) desert camo net



======================
GROUPS :
======================

West: 
-------
CDF:

Mechanized Infantry Squad (BRDM2)			BRDM2IMP_CDF_MechInfSquad
Mechanized Infantry Comms Squad (BRDM2-HQ) 		BRDM2IMP_CDF_MechCommsInfSquad
Mechanized Recon Section (BRDM2)			BRDM2IMP_CDF_MechReconSection
Mechanized Patrol Section (BRDM2-MG-M2)			BRDM2IMP_CDF_MechM2PatrolSection
Mechanized Patrol Section (BRDM2-Mk19)			BRDM2IMP_CDF_MechMk19PatrolSection
Mechanized Patrol Section (BRDM2-MG-M240)		BRDM2IMP_CDF_MechMk240PatrolSection
Mechanized MP Patrol (BRDM2-Police)			BRDM2IMP_CDF_MechMPPatrolSection
Mechanized AT Section (BRDM-AT5)			BRDM2IMP_CDF_MechAT5Section
Mechanized AT Section (BRDM-AT3)			BRDM2IMP_CDF_MechAT3Section
Mechanized AT Section (BRDM-AT2)			BRDM2IMP_CDF_MechAT2Section
Mechanized AT Section (BRDM-TOW)			BRDM2IMP_CDF_MechATTOWSection
Static AT Ambush Group (BRDM-AT2/Static AT3)		BRDM2IMP_CDF_AT3_AT2Ambush
Static AT Ambush Group (BRDM-TOW/Static AT3)		BRDM2IMP_CDF_AT3_TOWAmbush
Static AT Ambush Group (BRDM-AT2/Static AT3c)		BRDM2IMP_CDF_AT3C_AT2Ambush
Static AT Ambush Group (BRDM-TOW/Static AT3c)		BRDM2IMP_CDF_AT3C_TOWAmbush
Static AT Ambush Group (BRDM-AT5/Static AT4)		BRDM2IMP_CDF_AT4_AT5Ambush
Static AT Ambush Group (BRDM-TOW/Static AT4)		BRDM2IMP_CDF_AT4_TOWAmbush
Static AT Ambush Group (BRDM-AT5/Static AT5)		BRDM2IMP_CDF_AT5_AT5Ambush
Static AT Ambush Group (BRDM-TOW/Static AT5)		BRDM2IMP_CDF_AT5_TOWAmbush
Mechanized Infantry Squad (BRDM2+AA)			BRDM2IMP_CDF_MechInfSquadAA	


PMC:

Mechanized Light Recon Patrol (BRDM2)			BRDM2IMP_PMC_MechanizedLightPatrol
Mechanized Heavy Recon Patrol (BRDM2)			BRDM2IMP_PMC_MechanizedHeavyPatrol
Mechanized Escort (BRDM2)				BRDM2IMP_PMC_MechanizedEscort
Mechanized MP Patrol (BRDM2)				BRDM2IMP_PMC_MP_Patrol


East:
------
RU:

Mechanized Infantry Squad (BRDM2-M)			BRDM2IMP_RU_MechInfSquad_1
Mechanized Infantry Squad (BRDM2-M-AGS)			BRDM2IMP_RU_MechInfSquad_2
Mechanized Infantry Comms Squad (BRDM2-HQ)		BRDM2IMP_RU_MechCommsInfSquad
Mechanized AT Section (BRDM2-AT5)			BRDM2IMP_RU_MechAT5Section
Static AT Ambush Group (BRDM2-AT5/Static AT3)		BRDM2IMP_RU_AT3_AT5Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT3c)		BRDM2IMP_RU_AT3C_AT5Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT4)		BRDM2IMP_RU_AT4_AT5Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT5)		BRDM2IMP_RU_AT5_AT5Ambush

INS:

Mechanized Infantry Squad (BRDM2)			BRDM2IMP_INS_MechInfSquad
Mechanized Recon Section (BRDM2)			BRDM2IMP_INS_MechInfSection
Mechanized Recon Section (BRDM2)			BRDM2IMP_INS_MechReconSquad
Mechanized AT Section (BRDM2-AT3)			BRDM2IMP_INS_MechInfSection_AT
Static AT Ambush Group (BRDM2-AT3/Static AT3)		BRDM2IMP_INS_AT3_AT3Ambush
Static AT Ambush Group (BRDM2-AT3c/Static AT3c)		BRDM2IMP_INS_AT3C_AT3Ambush
Static AT Ambush Group (BRDM2-AT3/Static AT4)		BRDM2IMP_INS_AT4_AT3Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT5)		BRDM2IMP_INS_AT5_AT5Ambush
Mechanized Infantry Squad (BRDM2+AA)			BRDM2IMP_INS_MechInfSquadAA

TK:

Mechanized Infantry Squad (BRDM2-M)			BRDM2IMP_TK_MechanizedInfantrySquadBRDM2M
Mechanized Infantry Squad (BRDM2-M-AGS)			BRDM2IMP_TK_MechanizedInfantrySquadBRDM2MAGS
Mechanized Infantry Squad (BRDM2)			BRDM2IMP_TK_MechanizedInfantrySquadBRDM2
Mechanized Special Forces Squad (BRDM2-M-AGS)		BRDM2IMP_TK_MechanizedSpecialSquad
Mechanized Recon Section (BRDM2)			BRDM2IMP_TK_MechanizedReconSection
Mechanized Infantry Comms Squad (BRDM2-HQ)		BRDM2IMP_TK_MechanizedCommSection
Mechanized AT Section (BRDM2-AT5)			BRDM2IMP_TK_MechanizedATSectionAT5
Mechanized AT Section (BRDM2-AT2)			BRDM2IMP_TK_MechanizedATSectionAT2
Mechanized AT Section (BRDM2-AT3)			BRDM2IMP_TK_MechanizedATSectionAT3
Static AT Ambush Group (BRDM2-AT5/Static AT3)		BRDM2IMP_TK_AT3_AT5Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT3c)		BRDM2IMP_TK_AT3C_AT5Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT4)		BRDM2IMP_TK_AT4_AT5Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT5)		BRDM2IMP_TK_AT5_AT5Ambush

TK_INS:

Motorized Technicals Element (BRDM2)			BRDM2IMP_TK_INS_Technicals
Motorized Infantry Squad (BRDM2)			BRDM2IMP_TK_INS_MotorizedGroup
Motorized Recon Section (BRDM2)				BRDM2IMP_TK_INS_MotorizedPatrolBRDM2
Motorized Ambush Section (BRDM2-RKT)			BRDM2IMP_TK_INS_MotorizedAmbushBRDM2
Motorized AT Section (BRDM2)				BRDM2IMP_TK_INS_MotorizedATBRDM2
Static AT Ambush Group (BRDM2-AT3/Static AT3)		BRDM2IMP_TK_INS_AT3_AT3Ambush
Static AT Ambush Group (BRDM2-AT3c/Static AT3c)		BRDM2IMP_TK_INS_AT3C_AT3Ambush
Static AT Ambush Group (BRDM2-AT3/Static AT4)		BRDM2IMP_TK_INS_AT4_AT3Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT5)		BRDM2IMP_TK_INS_AT5_AT5Ambush
Motorized Recon Section (BRDM2+AA)			BRDM2IMP_TK_INS_MotorizedPatrolBRDM2_AA


Independent: 
-------------
CDF:

Mechanized Infantry Squad (BRDM2)			BRDM2IMP_CDF_IND_MechInfSquad
Mechanized Infantry Comms Squad (BRDM2-HQ)		BRDM2IMP_CDF_IND_MechCommsInfSquad
Mechanized Recon Section (BRDM2)			BRDM2IMP_CDF_IND_MechReconSection
Mechanized Patrol Section (BRDM2-MG-M2)			BRDM2IMP_CDF_IND_MechM2PatrolSection
Mechanized Patrol Section (BRDM2-Mk19)			BRDM2IMP_CDF_IND_MechMk19PatrolSection
Mechanized Patrol Section (BRDM2-MG-M240)		BRDM2IMP_CDF_IND_MechMk240PatrolSection
Mechanized MP Patrol (BRDM2-Police)			BRDM2IMP_CDF_IND_MechMPPatrolSection
Mechanized AT Section (BRDM-AT5)			BRDM2IMP_CDF_IND_MechAT5Section
Mechanized AT Section (BRDM-AT3)			BRDM2IMP_CDF_IND_MechAT3Section
Mechanized AT Section (BRDM-AT2)			BRDM2IMP_CDF_IND_MechAT2Section
Mechanized AT Section (BRDM-TOW)			BRDM2IMP_CDF_IND_MechATTOWSection
Static AT Ambush Group (BRDM-AT3/Static AT3)		BRDM2IMP_CDF_IND_AT3_AT3Ambush
Static AT Ambush Group (BRDM-TOW/Static AT3)		BRDM2IMP_CDF_IND_AT3_TOWAmbush
Static AT Ambush Group (BRDM-AT3c/Static AT3c)		BRDM2IMP_CDF_IND_AT3C_AT3Ambush
Static AT Ambush Group (BRDM-TOW/Static AT3c)		BRDM2IMP_CDF_IND_AT3C_TOWAmbush
Static AT Ambush Group (BRDM-AT5/Static AT4)		BRDM2IMP_CDF_IND_AT4_AT5Ambush
Static AT Ambush Group (BRDM-TOW/Static AT4)		BRDM2IMP_CDF_IND_AT4_TOWAmbush
Static AT Ambush Group (BRDM-AT5/Static AT5)		BRDM2IMP_CDF_IND_AT5_AT5Ambush
Static AT Ambush Group (BRDM-TOW/Static AT5)		BRDM2IMP_CDF_IND_AT5_TOWAmbush
Mechanized Infantry Squad (BRDM2+AA)			BRDM2IMP_CDF_IND_MechInfSquadAA

GUE:

Mechanized Recon Section (BRDM2)			BRDM2IMP_GUE_MechInfSection
Mechanized Infantry Squad (BRDM2)			BRDM2IMP_GUE_MechInfSquad
Mechanized AT Section (BRDM2-AT5)			BRDM2IMP_GUE_MechATSection
Static AT Ambush Group (BRDM2/AT3)			BRDM2IMP_GUE_AT3_AT3Ambush
Static AT Ambush Group (BRDM2/AT3c)			BRDM2IMP_GUE_AT3C_AT3Ambush
Static AT Ambush Group (BRDM2-AT3/Static AT4)		BRDM2IMP_GUE_AT4_AT3Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT5)		BRDM2IMP_GUE_AT5_AT5Ambush
Mechanized Infantry Squad (BRDM2+AA)			BRDM2IMP_GUE_MechInfSquadAA

UNO:

Mechanized Patrol Section (BRDM2)			BRDM2IMP_UN_MechanizedPatrolBRDM2
Mechanized Patrol Section (BRDM2+AA)			BRDM2IMP_UN_MechanizedPatrolBRDM2_AA
Mechanized Patrol Section (M113/BRDM2)			BRDM2IMP_UN_MechanizedPatrolM113
Mechanized Patrol Section (M113/BRDM2+AA)		BRDM2IMP_UN_MechanizedPatrolM113_AA
Mechanized Patrol Section (BMP/BRDM2)			BRDM2IMP_UN_MechanizedPatrolBMP
Mechanized Patrol Section (BMP/BRDM2+AA)		BRDM2IMP_UN_MechanizedPatrolBMP_AA
Mechanized Patrol Section (M113_Amb/BRDM2)		BRDM2IMP_UN_MechanizedPatrolMedical
Mechanized Patrol Section (M113_Amb/BRDM2+AA)		BRDM2IMP_UN_MechanizedPatrolMedical_AA
Mechanized Convoy Escort (Small)			BRDM2IMP_UN_MechanizedPatrolConvoySml
Mechanized Convoy Escort + AA (Small)			BRDM2IMP_UN_MechanizedPatrolConvoySml_AA
Mechanized Convoy Escort (Large)			BRDM2IMP_UN_MechanizedPatrolConvoyLg
Mechanized Convoy Escort + AA (Large)			BRDM2IMP_UN_MechanizedPatrolConvoyLg_AA
Mechanized VIP Escort					BRDM2IMP_UN_MechanizedPatrolVIP
Mechanized VIP Escort + AA				BRDM2IMP_UN_MechanizedPatrolVIP_AA

TK_GUE:

Mechanized Recon Section (BRDM2)			BRDM2IMP_TK_GUE_MechanizedPatrol
Mechanized Infantry Squad (BRDM2)			BRDM2IMP_TK_GUE_MechanizedGroup
Mechanized Ambush Section (BRDM2)			BRDM2IMP_TK_GUE_MechanizedAmbushSection
Static AT Ambush Group (BRDM2-AT2/Static AT3)		BRDM2IMP_TK_GUE_AT3_AT2Ambush
Static AT Ambush Group (BRDM2-AT2/Static AT3c)		BRDM2IMP_TK_GUE_AT3C_AT2Ambush
Static AT Ambush Group (BRDM2-AT2/Static AT4)		BRDM2IMP_TK_GUE_AT4_AT2Ambush
Static AT Ambush Group (BRDM2-AT5/Static AT5)		BRDM2IMP_TK_GUE_AT5_AT5Ambush
Mechanized Infantry Squad (BRDM2+AA)			BRDM2IMP_TK_GUE_MechanizedGroupAA

PMC:

Mechanized Light Recon Patrol (BRDM2)			BRDM2IMP_PMC_MechanizedLightPatrol
Mechanized Heavy Recon Patrol (BRDM2)			BRDM2IMP_PMC_MechanizedHeavyPatrol
Mechanized Escort (BRDM2)				BRDM2IMP_PMC_MechanizedEscort
Mechanized MP Patrol (BRDM2)				BRDM2IMP_PMC_MP_Patrol

	
Civilian:
----------

Police Patrol (Small)					BRDM2IMP_CIV_PolicePatrol_1
Police Patrol (Large)					BRDM2IMP_CIV_PolicePatrol_2
Police Checkpoint					BRDM2IMP_CIV_Police_Checkpoint
Police Crowd Control					BRDM2IMP_CIV_Police_CrowdControl
Ambulance Police Escort					BRDM2IMP_CIV_PolicePatrol_Amb
VIP Police Escort					BRDM2IMP_CIV_PolicePatrol_VIP



======================
CLASSNAMES :
======================
Weapons:

	BRDM2IMP_AGS17_veh // AGS-17 Vehicle Mount
	BRDM2IMP_KPVB // 23mm cannon
	BRDM2IMP_TOWLauncher // Vehicle TOW launcher
	BRDM2IMP_AT2Launcher // AT2 Vehicle Launcher
	BRDM2IMP_AT3Launcher // AT3 Vehicle Launcher
	BRDM2IMP_AT3CLauncher // AT3C Vehicle Launcher
	BRDM2IMP_AT5Launcher // AT5 Vehicle Launcher
	BRDM2IMP_FlarePistol // Signal Flare Gun 
	BRDM2IMP_PKTDual // Dual PKT machine guns
	BRDM2IMP_RKTPOD  // 80mm 32-round launcher pod
	BRDM2IMP_StingerLauncher // ASRAD AA Stinger missile launcher
	BRDM2IMP_M134 // M134 Minigun (tracers adjusted from default)
	BRDM2IMP_KPVT // KPVT 14.5mm MG (with "real" magazine sizes)



Magazines: 

	BRDM2IMP_1Rnd_TOW // TOW Vehicle Launcher magazine
	BRDM2IMP_4Rnd_AT2 // AT2 Vehicle Launcher magazine 
	BRDM2IMP_6Rnd_AT3 // AT3 Vehicle Launcher magazine
	BRDM2IMP_6Rnd_AT3C // AT3C Vehicle Launcher magazine
	BRDM2IMP_5Rnd_AT5 // AT5 Vehicle Launcher magazine
	1Rnd_AT5_BRDM2IMP // AT5 Static Launcher magazine
	BRDM2IMP_1Rnd_AT3 // AT3 Static Launcher magazine
	BRDM2IMP_500Rnd_762x54_PKT // Dual-mount magazine of 2-250 magazines.
	BRDM2IMP_32Rnd_S8T // 80mm 32-round S-8 rocket magazine
	BRDM2IMP_4Rnd_Stinger // 4-round stinger magazine for ASRAD vehicle.
	BRDM2IMP_2000Rnd_762x51_M134 // M134 Magazine (adjusted tracers)
	50Rnd_KPVT_BRDM2IMP // 14.5mm KPVT 50-rd magazine
	50Rnd_23mm_BRDM2IMP // 23mm KPVB 50-rd magazine
	
Ammo:

	BRDM2IMP_M_AT2_AT // AT2 improved missile
	BRDM2IMP_M_AT3_AT // AT3 missile
	BRDM2IMP_M_AT3C_AT // AT3C missile
	BRDM2IMP_M_AT5_AT // AT5 improved missile


Vehicles:

- BRDM2: Baseline BRDM2

	BRDM2IMP_Base // Rus_East
	BRDM2IMP_CDF // CDF-West
	BRDM2IMP_CDF_IND // CDF-Independent
	BRDM2IMP_GUE // NAPA-Guerilla-Independent
	BRDM2IMP_INS // CHDKZ-Insurgent-East
	BRDM2IMP_TAK // TAK-East
	BRDM2IMP_TKGUE // TAK-Locals-Independent
	BRDM2IMP_TKINS // TAK-Militia-East
	BRDM2IMP_UNO // UNO-Independent

- BRDM2-M: Russian M model - right side muffler only, smoke launchers x6, searchlight, gunner spotlight

	BRDM2M // RUS-East
	BRDM2M_TAK // Tak-East

- BRDM2-M-AGS: Russian M model with AGS17

	BRDM2MAGS // RUS-East
	BRDM2MAGS_TAK // Tak-East

- 9P148: 9M113 Konkurs (AT5) ATGM model

	BRDM2IMPAT5 // RUS-East
	BRDM2IMPAT5_CDF // CDF-West
	BRDM2IMPAT5_CDF_IND // CDF-Independent
	BRDM2IMPAT5_GUE // NAPA-Guerilla-Independent
	BRDM2IMPAT5_INS // CHDKZ-Insurgent-East
	BRDM2IMPAT5_TAK // TAK-East
	BRDM2IMPAT5_TKGUE // TAK-Locals-Independent
	BRDM2IMPAT5_TKINS // TAK-Militia-East

- 9P124: (AT2) ATGM model

	BRDM2IMPAT2 // RUS-East
	BRDM2IMPAT2_CDF // CDF-West
	BRDM2IMPAT2_CDF_IND // CDF-Independent
	BRDM2IMPAT2_GUE // Guerilla-Independent
	BRDM2IMPAT2_INS // Insurgent-East
	BRDM2IMPAT2_TAK // Tak-East
	BRDM2IMPAT2_TKGUE // TAK-Locals-Independent
	BRDM2IMPAT2_TKINS // TAK-Militia-East

- 9P122: 9M14 Malyutka (AT3) ATGM model

	BRDM2IMPAT3 // RUS-East
	BRDM2IMPAT3_CDF // CDF-West
	BRDM2IMPAT3_CDF_IND // CDF-Independent
	BRDM2IMPAT3_GUE // Guerilla-Independent
	BRDM2IMPAT3_INS // Insurgent-East
	BRDM2IMPAT3_TAK // Tak-East
	BRDM2IMPAT3_TKGUE // TAK-Locals-Independent
	BRDM2IMPAT3_TKINS // TAK-Militia-East

- 9P133: 9M14-P Malyutka (AT3C) ATGM model

	BRDM2IMPAT3c // RUS-East
	BRDM2IMPAT3c_CDF // CDF-West
	BRDM2IMPAT3c_CDF_IND // CDF-Independent
	BRDM2IMPAT3c_GUE // Guerilla-Independent
	BRDM2IMPAT3c_INS // Insurgent-East
	BRDM2IMPAT3c_TAK // Tak-East
	BRDM2IMPAT3c_TKGUE // TAK-Locals-Independent
	BRDM2IMPAT3c_TKINS // TAK-Militia-East

- BRDM2-TOW: IDF conversion used by CDF

	BRDM2IMPTOW // CDF-West
	BRDM2IMPTOW_CDF_IND // CDF-Independent
	BRDM2IMPTOW_GUE // NAPA-Guerilla-Independent
	BRDM2IMPTOW_INS // CHDKZ-Insurgent-East

- BRDM2-MG-M2: M2 GPMG open top conversion model used by CDF.  Based on TOW model.

	BRDM2IMPM2 // CDF-West
	BRDM2IMPM2_CDF_IND // CDF-Independent
	BRDM2IMPM2_GUE // NAPA-Guerilla-Independent
	BRDM2IMPM2_INS // CHDKZ-Insurgent-East

- BRDM2-MG-M240: M240 MG open top conversion model used by CDF.  Based on TOW model.

	BRDM2IMPM240 // CDF-West
	BRDM2IMPM240_CDF_IND // CDF-Independent
	BRDM2IMPM240_GUE // NAPA-Guerilla-Independent
	BRDM2IMPM240_INS // CHDKZ-Insurgent-East
	BRDM2IMPM240_PMCwest// PMC-West
	BRDM2IMPM240_PMC // PMC-Independent

- BRDM2-MG-M134: M134 MG open top conversion model used by PMC.  Based on TOW model.

	BRDM2IMPm134 // PMC-West
	BRDM2IMPm134_IND // PMC-Independent

- BRDM2-Mk19: Mk19 GL open top conversion model used by CDF.  Based on TOW model.

	BRDM2IMPMk19 // CDF-West 
	BRDM2IMPMk19_CDF_IND // CDF-Independent
	BRDM2IMPMk19_GUE // NAPA-Guerilla-Independent
	BRDM2IMPMk19_INS // CHDKZ-Insurgent-East

- BRDM2-Police (barricade): Police model with fence barricade and spotlight based on real-world vehicle.

	BRDM2IMPPolice // Civilian-Chernarus
	BRDM2IMPPolice_CDF // CDF-West
	BRDM2IMPPolice_CDF_IND // CDF-Independent
	BRDM2IMPPolice_PMC // PMC-Independent
	BRDM2IMPPolice_PMCWest // PMC-West
	BRDM2IMPPolice_UNO // UNO-Independent

- BRDM2-Police (patrol): Police model with light bar and spotlight based on real-world vehicle

	BRDM2IMPPolicePatrol // Civilian
	BRDM2IMPPolicePatrol_CDF // CDF-West
	BRDM2IMPPolicePatrol_CDF_IND // CDF-Independent
	BRDM2IMPPolicePatrol_PMC // PMC-Independent
	BRDM2IMPPolicePatrol_PMCWest // PMC-West
	BRDM2IMPPolicePatrol_UNO // UNO-Independent

- BRDM2-HQ: HQ model with antenna hubs

	BRDM2IMPHQ // RUS-East
	BRDM2IMPHQ_CDF // CDF-West
	BRDM2IMPHQ_CDF_IND // CDF-Independent
	BRDM2IMPHQ_GUE // NAPA-Guerilla-Independent
	BRDM2IMPHQ_INS // CHDKZ-Insurgent-East
	BRDM2IMPHQ_TAK // TAK-East
	BRDM2IMPHQ_TKGUE // TAK-Locals-Independent
	BRDM2IMPHQ_TKINS // TAK-Militia-East
	BRDM2IMPHQ_PMC // PMC-Independent
	BRDM2IMPHQ_PMCWest // PMC-West
	BRDM2IMPHQ_UNO // UNO-Independent

- BRDM2-HQ-C2: HQ command-control model with deployable observation mast.  Laser designator is primary weapon.

	BRDM2IMPHQcomm // RUS-East
	BRDM2IMPHQcomm_CDF // CDF-West
	BRDM2IMPHQcomm_CDF_IND // CDF-Independent
	BRDM2IMPHQcomm_GUE // NAPA-Guerilla-Independent
	BRDM2IMPHQcomm_TAK // TAK-East
	BRDM2IMPHQcomm_PMC // PMC-Independent
	BRDM2IMPHQcomm_PMCWest // PMC-West
	BRDM2IMPHQcomm_UNO // UNO-Independent

- BRDM2-MG-PKM: Dual-gun PKT Model with dual mounted PKTs and gunner turret hatch.  New magazines to provide adequate ammunition supply.

	BRDM2IMPPKM // RUS-East
	BRDM2IMPPKM_CDF // CDF-West
	BRDM2IMPPKM_CDF_IND // CDF-Independent
	BRDM2IMPPKM_GUE // NAPA-Guerilla-Independent
	BRDM2IMPPKM_INS // CHDKZ-Insurgent-East
	BRDM2IMPPKM_TAK // TAK-East
	BRDM2IMPPKM_TKGUE // TAK-Locals-Independent
	BRDM2IMPPKM_TKINS // TAK-Militia-East
	BRDM2IMPPKM_UNO // UNO-Independent

- BRDM2-RKT: Improvised rocket pod mount used by rebels and insurgents.  

	BRDM2IMPRKT // NAPA-Guerilla-Independent
	BRDM2IMPRKT_INS // CHDKZ-Insurgent-East
	BRDM2IMPRKT_TKGUE // TAK-Locals-Independent
	BRDM2IMPRKT_TKINS // TAK-Militia-East

- BRDM2-ASRAD: ASRAD Air Defense system with Stinger missiles.

	BRDM2IMPAA_CDF // CDF-West
	BRDM2IMPAA_CDF_IND // CDF-Independent
	BRDM2IMPAA_GUE // NAPA-Guerilla-Independent
	BRDM2IMPAA_INS // CHDKZ-Insurgent-East
	BRDM2IMPAA_TKGUE // TAK-Locals-Independent
	BRDM2IMPAA_TKINS // TAK-Militia-East
	BRDM2IMPAA_UNO // UNO-Independent


Static:


- AT3 (9M14) static launchers:

	BRDM2IMP_9M14_Base // East - Woodland (Rus)
	BRDM2IMP_9m14_Base_Des // East - Desert (Tak)
	BRDM2IMP_9m14_West // West - Woodland (CDF)
	BRDM2IMP_9m14_West_Des // West - Desert (CDF)
	BRDM2IMP_9m14_GUE // Independent - Woodland (GUE)
	BRDM2IMP_9m14_GUE_Des // Independent - Desert (Tak Locals)

- AT3 (9M14) backpacks:

	BRDM2IMP_9m14_Bag_at3_East // East - Woodland	
	BRDM2IMP_9m14_Bag_at3_East_Des // East - Desert
	BRDM2IMP_9m14_Bag_at3_West // West - Woodland
	BRDM2IMP_9m14_Bag_at3_West_Des // West - Desert
	BRDM2IMP_9m14_Bag_at3_GUE // Independent - Woodland
	BRDM2IMP_9m14_Bag_at3_GUE_Des // Independent - Desert

- AT3C (9M14-P) static launchers:

	BRDM2IMP_9M14P_Base // East - Woodland (Rus)
	BRDM2IMP_9m14P_Base_Des // East - Desert (Tak)
	BRDM2IMP_9m14P_West // West - Woodland (CDF)
	BRDM2IMP_9m14P_West_Des // West - Desert (CDF)
	BRDM2IMP_9m14P_GUE // Independent - Woodland (GUE)
	BRDM2IMP_9m14P_GUE_Des // Independent - Desert (Tak Locals)

- AT3C (9M14-P) backpacks:

	BRDM2IMP_9m14P_Bag_at3C_East // East - Woodland	
	BRDM2IMP_9m14P_Bag_at3C_East_Des // East - Desert
	BRDM2IMP_9m14P_Bag_at3C_West // West - Woodland
	BRDM2IMP_9m14P_Bag_at3C_West_Des // West - Desert
	BRDM2IMP_9m14P_Bag_at3C_GUE // Independent - Woodland
	BRDM2IMP_9m14P_Bag_at3C_GUE_Des // Independent - Desert


- AT5 (9M113) launchers:

	BRDM2IMP_Konkurs_Base // East - Woodland (Rus)
	BRDM2IMP_Konkurs_Base_Des // East - Desert (Tak)
	BRDM2IMP_Konkurs_West // West - Woodland (CDF)
	BRDM2IMP_Konkurs_West_Des // West - Desert (CDF)
	BRDM2IMP_Konkurs_GUE // Independent - Woodland (GUE)
	BRDM2IMP_Konkurs_GUE_Des // Independent - Desert (Tak Locals)
	
- AT5 (9M113) backpacks:

	BRDM2IMP_Konkurs_Bag_AT5_East // East - Woodland
	BRDM2IMP_Konkurs_Bag_AT5_East_Des // East - Desert
	BRDM2IMP_Konkurs_Bag_AT5_West // West - Woodland
	BRDM2IMP_Konkurs_Bag_AT5_West_Des // West - Desert
	BRDM2IMP_Konkurs_Bag_AT5_GUE // Independent - Woodland
	BRDM2IMP_Konkurs_Bag_AT5_GUE_Des // Independent - Desert
	
- AT4 (9M111) launchers:

	BRDM2IMP_Fagot_Base // East - Woodland (Rus)
	BRDM2IMP_Fagot_Base_Des // East - Desert (Tak)
	BRDM2IMP_Fagot_West // West - Woodland (CDF)
	BRDM2IMP_Fagot_West_Des // West - Desert (CDF)
	BRDM2IMP_Fagot_GUE // Independent - Woodland (GUE)
	BRDM2IMP_Fagot_GUE_Des // Independent - Desert (Tak Locals)
	
- AT4 (9M111) backpacks:

	BRDM2IMP_Fagot_Bag_AT4_East // East - Woodland
	BRDM2IMP_Fagot_Bag_AT4_East_Des // East - Desert
	BRDM2IMP_Fagot_Bag_AT4_West // West - Woodland
	BRDM2IMP_Fagot_Bag_AT4_West_Des // West - Desert
	BRDM2IMP_Fagot_Bag_AT4_GUE // Independent - Woodland
	BRDM2IMP_Fagot_Bag_AT4_GUE_Des // Independent - Desert


 - Police "Halt" Roadblock Barriers:
	brdm2imp_roadbarrier_haltsignCZ
	brdm2imp_roadbarrier_haltsignEN
	brdm2imp_roadbarrier_haltsignRU

 - Police "Police" Roadblock Barriers:
	brdm2imp_roadbarrier_policesignCZ
	brdm2imp_roadbarrier_policesignEN
	brdm2imp_roadbarrier_policesignRU

 - Police "Military Police" Roadblock Barriers:
	brdm2imp_roadbarrier_militarypolicesignCZ
	brdm2imp_roadbarrier_militarypolicesignEN
	brdm2imp_roadbarrier_militarypolicesignRU



======================
CREDITS AND THANKS :
======================

Thanks to BIS for releasing the original Arma1 models and making such great games!  I've been a fan since the original OFP demo! :)

BRDM2IMP Mod by hcpookie - e-mail: hcpookie@hotmail.com

Credit to Vilas for police emblem texture, police light textures and police light bar model (adapted from his public MLOD release).

Credit to Xeno426 (of TGW) for giving me the idea of the "stored fuel" variable to ensure parked vehicles when deployables are used, and for the weapon zero settings.

Thanks to W0lle and the CRW2 team for providing guidance on the destroyable tires!

Thanks to Gnat for the great O2 tutorials.

Thanks to Foxhound for the mirrors!

Thanks to all who answered my questions on the forums!



============================
DISCLAIMER / RESTRICTIONS :
============================

Models based on Arma1 sample models.  This mod is ONLY for use with BIS games!  You are free to do anything you wish with it so long as it is for a BIS game!




