!!! THIS IS A PUBLIC BETA TEST !!! 
 
Created and authored by TonyRanger (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
-------------------
ArmA Version 1.08.5163 or later

INSTALLATION
------------

   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 'missions\' into the 
   'missions' directory of your ArmA installation.This installs
   all required addons as well as the included FFN demo missions.

CONTENTS
--------

- addons\
         TR_OBJ.pbo        FFN MOD required addons
         TR_CAM.pbo        Extended camera tool addon for taking screenshot
              
- missions\                 
          A1.Sara.pbo      FFN MOD test mission1(Time Bomb),show the AI combat ability in woods.
          A2.intro.pbo     FFN MOD test mission2(Clear Sweep III),show the CQB ability of AI.
          A3.Sara.pbo      FFN MOD test mission3(Under Fire),show Mercanary Mode of furtune new MP mode.

- screenshots\     
          ...              FFN MOD's screenshots,show the details,almost inculded every features in this beta version. 

FFN
-----------------
FFN Means Fight For Nogova,it's single player Campagin will base on a stroy about some mercanaries who come form Nogova.
       
FEATURES
-----------------
1.More realisc AI enage range,them may start shooting from distance.however,there are too many features,let's talk about them base on soldiers,these features are mostly tested work well in single-player mode or even multi-player mode(Of crouse,we still need more test).
                   Every type of soldier have his own setting.and only officer and crew can drive tank,only officer and pilot can drive plane.
                   \
                   Soldier - Basic combat unit,Knows "dodge from danger",the USMC Soldier equip with "one used M136 launcher",SLA Soldier equip "smoke shell" and would automaticly throw them in battlefiled.
                              \
                              Dodge from danger - Once under fire,the soldier knows dodge left and right for aviod incoming bullet.                       \
                              One used M136 launcher - Now,for realisc,M136 launcher is one used,once fired,Soldier will drop the launcher.         
                              \
                              Smoke shell - When underfire,Soldier'll establish a smoke wall with these smoke shells.
                              \
                              Smoke shell Red- When thrown,an fire support requirement will send,all nearby firendly unit will fire at your target.
                              \
                              Smoke shell Green- When thrown,an artillery support requirement will send to your HQ,if your side has artillery then an artillery strike will come in soon.
     
                   Grenadier - use Grenadier more offen.  

                   MachineGunner - Knows use suppressing fire tactic.
                              \ 
                              Suppressing fire - when enage enemy,MachineGunner'll automaticly suppressing fire,once lock the target,he will keep shooting,even enemy stay behind cover,those who be suppressed will pinned down and stun for a while,if player or Spec Op be suppressed them may not stun,but fear,fear means his hands will shivering and hard to aim,but this won't last for long.
           
                  Medic - he can only heal the light wound,but he'll automaticly carry badly wound soldier back to nearby MASH.
                              \
                              New wound system - Once hurt 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 the same as dead man(you can still use the trigger"Anybody,not persent"as well,because these unconscious soldier will not belong to his Original side) but still can be turned,medic will automaticly take him to nearby MASH(you need to place it from <TR-Support/MASH(USMC)/MASH(SLA)/MASH(RACS)>).the firendly medic maybe willing to do this too(if RACS firendly to West,the RACS medic will help West wound soldier),when in MASH,wound soldier will recover slowly,when he recover he'll automaticly return to his squad.
                              \
                              The dammage taken - Now soldier won't die so easily,he can take more dammage from hands and legs,before unconscious I mean.

                  Engineer - he can automaticly deactived enemy mine nearby,and can also repair light 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.   
                  
                  Spec Op - he can use some special grenade,like flash grenade and tear gas grenade,AI knows use them automaticly,and these grenade can affect both AI and player. Spec Op also have CQB ability
                            \
                             CQB - If you are commander, you only need to say "ALL danger!", then they'll know how to deal with the situation in order to advance & to keep moving,in "stealth" mode they'll use take good cover first and lying when needed,they know how to lean & roll as well.they know how to hit and run,when advancing,they may run as "Z" to aviod incoming sniper shot, seeking cover when under attack,dodge from danger.with new animation,
                            \
                            Flash grenade - once thrown,it will affect those who in 15Metes radius,if you see the flash in this range you will blind and shock for a while(but if you turn your back on the flash,you'll be OK)
                            \Tear Gas grenade - once thrown,a gas cloud will appear,every one come in into this cloud will shock,it's good to force enemy come out from house or block a road.

                  Officer - he can call arillrty strike by using designator(He already has one when mission start,but you need place Arillery first from <TR-Support/M119/D30>).Officer can set up defensive position,if he has "Materials" (TR_backpack)he can build a sandbag wall with his soldier in the city or build some foxholes in the open ground.this make infantry squad more tough.
                            \
                             Arillery System - after place Arillery on the ground(please don't place it in high-ground such as hill,montains.this is for balance ) you can call them with "designator",you can select fired mode there like "Repload Artillery Strike/Repload Artillery Suppress" two sytle in you action menu.  
                            \
                             Build Defense -you can select "Build Defense"/"Build Roadblock" in the action menu if you have "Materials",this "Materials" is one used,and a single squad can only have only one "Materials" at one time,when active,you squad will automaticly stand in line and build a defense infront of him one by one,and these defense will be connected together too,in the open ground you can only build foxholes,but you can build sandbags in the City.this both work on player squad and AI squad,when in cover,Soldier will stay behind cover(he knows dodge with cover too,and automaticly reammo and heal,the most important thing is after he reammoed and healed he knows back to his position) until the Officer cancel the order or squad Morale drop too low.
                             \
                            Morale system,base one ArmA setting,but suppressing fire,officer nearby etc.would affect morale.  
           
                 Team Leader - he can call full squad's suppressive fire with his "Tacical Binocular",once selected target,his whole squad will suppressing the given target.

                 Sniper - now,they are equip with Machine Pistol,and small backpack(mean he can't carry too many items),but he can spot enemy from very long distance(400M~1000M)

                 Crew - Crew can repair wheel and Tracked per vehicle once.


2.FFN MOD new single-player/multi-player game mode,<Mercanary Mode> and <Tactical Mode>

Mercanary Mode is more like multi-player campagin as a Role-Play-Game,there will be many RPG features in this mode,and also realisc style combat missions,join a mercanary group and select your mission,the test Mission 3 will show part of it.I'll release it in later Version

mercanary have four different classes(Ranger/Rogue/Fighter/Barbarian),every class has it own ability

Ranger class is good at Sniper Rifles,so when he using light and medium sniper rifle he will received attack bonus(less dispersion and make more dammage),but will still have weapon dispersion in another weapons,when level up he'll got more basic attack bonus which make his aimprecision lower.his first aid ability is not lower than another classes but he can also set defense like Army Officers and order his soldier dodge from danger.Ranger can't equip heavy weapon,can drive tank.

Rogue class is good at light weapon like SMGs,Carbines,and also good at first aid.he can use artillery designator and many special weapons,he will give his soldier CQB ability too.Rogue can't equip heavy weapon,can drive plane.

Fighter class is good at launchers,even he is not very good at first aid, but he can set roadblock and order his soldier build smoke wall,Fighter can't equip pistol,can drive tank.

Barbarian class is good at machineguns,he can suppress enemy soldiers,even enemy player and he is very good at first aid, and he can order all his soldier suppress a single target,Barbarian can't equip pistol,can drive tank.

you can find the details in test Mission 3.


Tactical Mode will bring more battlefiled feeling to ArmA,it's Player VS Player mode,both side will start with one Company's force,inculed 1 Company leader and 9 Squad leader,unlike CTI mode,no resource,but you need to capture checkpoint for bring reinforcement and hold some important point to bring advantage.I'll release it in later Version

Unlike mercanary,Army Officer have less personal ability but team ability.
Arillery Support/Air support/Recon plane and sateillate for Tactical Mode.

MISSION EDITOR
--------------
to enable CQB ability,[this]exec"\TR_OBJ\CQB\AID.sqs"

to enable high dispersion mode(make unit hard to hit his target),just place a unit named Officer(HD) which can be found in TR - Soldiers/,every one in this Officer(HD)'s group will enable high dispersion mode even the tank and stactic weapon.

to enable set defense action,this addweapon"TR_backpack";[this]exec"\TR_OBJ\MISC\Fence.sqs"

if you have more question,contact me
TonyRanger85@hotmail.com


CREDITS
-------

- Missions and Configs by TonyRanger
- Logo made by YJH
- This package contains
  - Shopping system from ArmA:Queen's Gambit
  - USMC Markers made by Phaeden
  - SAM unit from KP CTI
  - Scorpion from SLA_Weapon addon
  - Some textures from PMC 
  - UZI,Fal,G3,M60 from Ska_RACS addon
  - M500 shotgun from OFP
  Thanks to them all. 

SUPPORT
-------

Please direct technical questions to me,if you can speak Chinese visit our bbs too, 

TonyRanger85@hotmail.com

http://bbs.samren.cn/


CONTACT
-------

For feedback, bug reports and further info on FFN MOD 
please contact TonyRanger85@hotmail.com


CHANGES
-------

- BETA 0.1:
  8.21.2006,bring some script to ArmA from OFP,and start working on this MOD.
- BETA 0.2: 
  11.30.2006,CTC mode done.
- BETA 0.3: 
  3.12.2007,CTD problem canceled.
- BETA 0.5~0.7:
  7.1.2007~10.1.2007
  Fixed bugs,reduce lag
- BETA 0.75: 
  First Public Release

LICENSE
----------------------------------------------------------------------------------------------------------------------------
   At first IF YOU DO NOT AGREE TO THESE TERMS AND CONDITIONS, YOU SHOULD INSTALL THE SOFTWARE DO NOT PROCEED.
----------------------------------------------------------------------------------------------------------------------------
   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!