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!! Fight For Nogova MOD 0.83 Beta !!
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!!   THIS IS A PUBLIC BETA TEST   !! 
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Created and authored by TonyRanger 
MSN:TonyRanger85@hotmail.com

A MOD named FFN for ArmA
`ArmA¡¯means the game software created by Bohemia Interactive Studio s.r. 
`MOD¡¯ means an ArmA modification team.
`FFN¡¯ is the name of this MOD:"Fight For Nogova"

SYSTEM REQUIREMENTS
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ArmA Version 1.14 or higher

INSTALLATION
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   Copy the contents of 'addons\' into the 'addon' directory of
   your ArmA installation or a mod folder of your choice, such
   as '@FFN\addons\' and copy the contents of the whole 'missions\FFN MOD'folder into the 
   'missions' directory of your ArmA installation.This installs
   all required addons as well as this included FFN MOD missions.
Hint: please don't use TR_FFN_MP_REPLACEMENT.pbo and TR_FFN_SP_REPLACEMENT.pbo at same time.

CONTENTS
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- addons\
         TR_OBJ.pbo                       All FFN MOD required addon is this.

         Extended_Eventhandlers.pbo       XEH File,this one is 0.90,if you have higher verison don't need to use this one.Defualt this one is already in the addons folder,if you want use this one just keep it inside.

         TR_FFN_MP_REPLACEMENT.pbo        Config replacement for FFN MOD,this one contains AI enchantment only.Need have at last XEH 0.90 to use this,Defualt this one is already in the addons folder,if you want use this one just keep it inside.(Only single REPLACEMENT file should be used at same time!!!)

         TR_FFN_SP_REPLACEMENT.pbo        Config replacement for FFN MOD,this one contains all FFN MOD enchantment.Need have at last XEH 0.90 to use this,Defualt this one is not in the addons folder,if you want use this one put it in addons folder and remove the another.(Only single REPLACEMENT file should be used at same time!!!)
- missions\FFN MOD                 

          A1.intro.pbo      FFN MOD test mission "Clear Sweep III",kill enemy officer then disappear
          A2.intro.pbo      FFN MOD test mission "Defend",hold your defense position and wait for reinforcement.
          A3.intro.pbo      FFN MOD test mission "Hunt",test your combat skill,1 VS 20.
          A1.sara.pbo       FFN MOD test mission "Time bomb",rescue our officer then bring him back.
          A2.sara.pbo       FFN MOD test mission "Under Fire",a demo of further Mercenary mode.
FFN
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FFN Means Fight For Nogova,it's base on a stroy about some mercanaries who come form Nogova.
This mod makes many changes to the gameplay of ArmA especialy the AI. but I'm not mean do so,because my final goal is the FFN 
campagin and missions,I think the changes of gameplay is nesscccary for my furture missions.

FEATURES 0.83
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This version is a bug fixed and Reduced lag one of 0.81.So all features in "FEATURES 0.81" and "FEATURES 0.82" are still there.beside there still some new features,the main changes are below.

<AI changes>
1.machine gunner now suppress a area not a point in fire mode.
2.machine gunner scan hozie in covering fire mode.
3.AI now able to find cover in 'very open' area.
4.when taken sniper shot,AI squad switch defense mode to assault mode(if they were on defense mode).

<other changes>
1.fix the init script run again when soldier get out from a new mount vehicle.
2.fix the init script of vehicle crew only work after they dismount a vehicle.
3.reduce some lag by suppress fire mode.
4.fix the grenade swich problem.
5.fix some config error like "missing ';' at the end of line".
6.fix error report in MP gameplay.
7.fix error report when you kill a soldier who is on  foxhole progress

FEATURES 0.82
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1.Combat Voice added
AI will speak and use hand signal during the combat,the voices are depond on their sitluation,every word have it true meaning.every AI soldider have his own voice,so whatever he say,all using the same voice.They'll never speak in "stealth" mode and if a SpecOp lead a squad,he'll also make his soldiers silence.

2.Tank Support infantry added
A tank in squad which most infantries inside will give infantry fire support and patrol around the squad.once infantry detect enemy infantry in building,the tank will destroy the building by cannon and crush the fences or walls around it.

3.Tactical Infantry Squad added
<1> AI squad will keep advancing from cover to cover toward waypoint as quick as possible,so we won't need to worry they break our waypoint put in mission editor.If there is no cover near waypoint,they will still directly move to that open ground anyway.(So We'd better set some good waypoints for them in mission editor.)
<2> AI squad will keep a "combat formation" when they seek cover,unlike ArmA's default "march formation",it's a "line" formation with 20M distance between each squad memeber for them taking cover in open ground and 10M distance in close combat.if there is a cover.(So We just need to give them some time to deploy.)
<3> AI squad will spread 3 teams in this "combat formation",1 fire team and 2 assault teams.squad leader will assign the second and third squad memeber and himself to fire team,the rest of squad to assault team 1 and assault team 2.
<4>.Fire team will stay foucs on waypoint and cover assault team when them advance.assault team will stay in cover while fire team moving,these teams cover each other in combat.when fire team suppressing enemy,both assault team might try to flank enemy.I call this "Assault Mode".
<5>.If AI squad have reach their last waypoint or they don't have any waypoint,they will set up a defense parameter.I call it "Defend Mode".the Fire team will stay in the middle of parameter and assault will patrol around the parameter.they'll not engage enemy and leave the parameter.
<6>.If this parameter is in city,AI squad memeber will automaticly enter nearby building of his "combat formation" position(if there is no building there,he will still try find cover somewhere else),AI act faster in close combat,which means they'll swich from cover to cover faster at that time.
<7>.the speed of this AI squad advance is depond on how much enemy fire they have taken.which means suppressing fire can slow a squad down. 

hint:AI will now take cover with those woodfence or fence like objects which we put in mission editor.
hint:AI will automaticly take dropped weapon from body when ammo low or better weapon in "FFN MP replacement".

I've adjust some setting and add some new weapons,for example Crews now only jump out to repair tank when they think the area is clear or enemy is very far from them.you can find rest in gameplay.hope you like them.

FEATURES 0.81
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1.AI engage range fixed
I've changed the AI engage range again,it's different from 0.75 now.It should be more realism anyway.
2.Foxhole effect fixed
there are some view problem for AI in the old foxhole script,now they are fixed.AI'll free to fire at anyone infront of them.
3.Sandbag defense improved
 AI'll use dodge ability behind sandbag defense.this increasing their surive chance.
4.Error message of artillery system fixed
 some errors in Artillery scripts are fixed,no we should not see the error report over the screen when artillery support enabled anymore.
5.AI call artillery support improved
The AI FO will not keep calling artillery support after all artillery run out of AMMO now.
6.Artillery effective improved
The Artilleries work better in area attack and the massages are more accrutely.
7.New L16 mortar added 
A L16 mortar added to RACS as their artillery support,they'll join firendly side's artillery support.
8.Mobile Forward Observers added
It's used for detect enemy artillery position nearby and automaticly command his artillery return fire and suppress enemy artilllery.
9.NEW new animations added
Such as "fire while running","crouch run" and something else.
10.animations problem fixed 
some crew animations miss while using FFN units in 3rd addon's vehicle,now it's fixed.
11.Character animations improved
fixed body animations,inculding head limit,hand limit,movement limit and so on.we'll hardly see your character put weapon into model or hands through body.  
12.features' animations added
inculed the drag wound animations,unconscious animations.suppress fire animations,hand signal animations etc.
13.Suppressive fire improved
AI may start shooting from distance.and keep fire at enemy cover.sometimes they even know to blind shot,fire at enemy possible position.every soldier use suppress fire tactic,but machinegunner is more effective.AI may shot at those throughable wall and building if they know enemy behind.
14.Take down building tactic added
Once in town,AI'll randomly enter the nearby building.randomly but also in rule,one of squad memeber will enter those fronter position,like towers as scout.squad leader may likely find a safer place.
15.Advance with cover tactic added
when squad is advancing,they'll use cover by cover (here cover means trees,bushs,rocks,etc.) and even building(enterable buildnig) by building to reach their destination,keep under cover every time and will not easily let themselves in the open ground.eventhrough they use smokeshell as well.
16.Night Ops added
AI knows to use the flare in the night combat.
17.Dymatic Combat AI added
AI will use different behaviour in open ground and city.lying and rolling in the open ground,but use CQB ability in the city.more clever and toughness.The Spec Op work better then normal soldier in CQB.sniper and spec op have higher marskmanship then others too
18.AI call Support improved
AI will call air support and artillery more offen.red smoke is air support,yellow smoke is artillery suppress.
19.Grenade Escape added
AI will displace at once when they see the grenade nearby,if it's close enough,they may even pick it up and throw it back.
AI will also automaticly find cover when they under artillery fire even suppress.
20.AI skill improved
the AI rank and skill affect their combat ability,such as marksmanship and reaction.
21.New Wound System added
Once get hurt,the soldier may bleeding,he can use your First Aid ability to stop bleeding,AI will automaticly first aid when area clear,if soldier taken too much hit he may unconscious,unconscious is not dead,unconscious soldier looks like dead man (you can still use the trigger"Anybody,not persent"as well) but still alive.you can drag them to safety place,because we can call support chopper with green smoke to pick these woundeds up and reman your squad.(reman for per wounded).AI soldier will automaticly drag wounded when no enemy around.
22.Prisoner System added
Some enemy may surrender,you can directly capture them.On the another hand we can also capture enemy woundeds.after that the same thing,call the support chopper to pick them up.AI will automaticly capture nearby prisoner or wounded.
23.Support chopper System added
Support chopper can not only carry woundeds and prisoners but also can reammo your squad,it'll drop an ammo crate and those who run out of ammo will automaticly reammo themselves from there.
24.Soldier Class improved
Every type of soldier have his own setting.and only officer and crew can drive tank,only officer and pilot can drive plane.Engineer can automaticly deactived enemy mine and pipebomb nearby,and also be able to repair vehicle,when he has "Materials"(you can add it by<this addweapon"TR_backpack">),he can build a small sandbag fortress.player can order Engineer "Deploy Mines",once active,the Engineer will automaticly deploy all his mine around.Crew can also repair tank's Tracked.during repair the gunner will keep inside to cover others.

BUG REPORT
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For feedback, bug reports and further info on FFN MOD 
if you have more question,contact me of visit BI forums 
I'd need bug report with screenshot to find out what is it correctly.
every tester is welcome.after this 0.82,I'll made a bug fixed 0.83 (depond on how many bugs we find)
then I'll begin to make missions
CREDITS
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- Missions and Configs by TonyRanger
- This package contains
  - Shopping system from ArmA:Queen's Gambit
  - Animations from ArmA:Queen's Gambit
  - UH60 RACS from ArmA:Queen's Gambit
  - USMC Markers made by Phaeden
  - Animations from SLX MOD by Solus
  - SAM site from KP CTI
  - Scorpion from SLA_Weapon addon
  - Some textures from DCM addon 
  - UZI,Fal,G3,M60,HK23e,GalilAR,Revloer,MPL from Ska_RACS 
  - M500 shotgun from OFP
  Thanks to them all,sorry if I've forgotten anyone.

SUPPORT
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Please direct technical questions to me

TonyRanger85@hotmail.com

if you can speak Chinese visit our forum too

http://bbs.samren.cn/


LICENSE
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   At first IF YOU DO NOT AGREE TO THESE TERMS AND CONDITIONS, YOU SHOULD INSTALL THE SOFTWARE DO NOT PROCEED.
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   As used in this Agreement, the capitalized term 'SOFTWARE' means the underlying scripted code of the FFN MOD with any and all enhancements, upgrades, and updates that may be provided to you in the future. Copyright TonyRanger 2007 all rights reserved. 
   You agree that you will not remove or alter any trademark, logo, copyright or other proprietary notices, legends, symbols or labels in this SOFTWARE or any accompanying documentation.
   FFN MOD 0.75 is being distributed as a beta demonstration version. It's freely used, copied and distributed.it's not sold or rented unless Bohemia Interactive Studio allowed to do so and all original files are included, including this license.
   Anybody is welcome to create and submit missions using this SOFTWARE and it can be freely used in any other addon or MOD.But,if you do so,you must write it in your readme file.Contact TonyRanger85@hotmail.com for help configuring any addon to use the FFN MOD code.
   YOU KNOW THE DRILL,USE AT OWN RISK!