***************************************************************
*** TROOPMON 2 V0.9 (adapted to work with Arma2)            ***
*** written by Charon (Charon Productions in the BI forums) ***
***************************************************************

//	Unsupported Addon
//	Use at your own risk
//      No responsability for interaction with other addons
//	Config.cpp by Charon (charonos in the BI forums)
//	If you use parts of this addon in your
//      addons, please credit the development efforts put
//      into realizing this



DESCRIPTION : A work-in-progress GUI console that i have written to keep track of
	      large numbers of infantry in a SP mission that i have been making, because
	      there is currently no similar tool available.
	      Helps you increase the effectiveness of your placed units in your missions.
              Fleeing units or immobile remote units are easily identified to reduce
              overall troopcount for optimized battles.
	      (Note: Really great for evaluating the AI improvements 
	       and weaknesses in Arma2)


USAGE : Hit ESC during your mission and select the TroopMon 2 button in
	the interrupt display menu to start TroopMon 2.

	START FROM SCRIPT : Put this anywhere in your mission or in your init.sqf

                            [1] execVM "\CHN_TroopMon2\scripts2\MonInit.sqf";

INSTALLATION INSTRUCTIONS :
      Unzip and put in your Bohemia Interactive\ArmA2\Addons folder.
      Or use the mod method.

SUPPORT: Thanks to Sickboy from http://www.6thsense.eu/ for testing the new functions.
                   Snakeman from http://tactical.nekromantix.com for his input
		   and thorough beta-testing
                   Keycat for reporting errors.
CREDITS: Parts of Big Dawg KS Bulletscam scripts found their way into the projectile cam


VERSION HISTORY :

TroopMon2 V0.91 (12/6 2009):

- Added the variable display window that displays:
  Variables for groups,units and global variables
  The variables to be checked are assigned by global variable
  for example in your mission`s init.sqf.
  Group variables:
  CHN_TM_GRVAR1="VARIABLENAME";
  CHN_TM_GRVAR2="VARIABLENAME";
  CHN_TM_GRVAR3="VARIABLENAME";

  Unit variables:
  CHN_TM_UNVAR1="VARIABLENAME";
  CHN_TM_UNVAR2="VARIABLENAME";
  CHN_TM_UNVAR3="VARIABLENAME";

  Example for the group/unit variable :
  player setvariable ["PLAYER_POSITION",position player];
  CHN_TM_UNVAR1="PLAYER_POSITION";

  Global variables:
  CHN_TM_GLVAR1=VARIABLENAME;
  CHN_TM_GLVAR1NAME="VARIABLENAME";
  CHN_TM_GLVAR2=VARIABLENAME;
  CHN_TM_GLVAR2NAME="VARIABLENAME";
  CHN_TM_GLVAR3=VARIABLENAME;
  CHN_TM_GLVAR3NAME="VARIABLENAME";

  Example for the global variable :
  MYTAG_PLAYERPOSITION= position player;
  CHN_TM_GLVAR1=MYTAG_PLAYERPOSITION;
  CHN_TM_GLVAR1NAME="MYTAG_PLAYERPOSITION";

- The map display now cleans up as intended after TroopMon2
  termination





TroopMon2 V0.9 (10/6 2009):

- Fixed bug that camera was frozen when starting/exiting TroopMon2 in a vehicle.
- Initial watchunit is now the player or the mounted vehicle of the player.
- Listboxes show now the correct selections for the startup watchunit.
- Added groupnames markertext to the map display for better identification
- Debugged the complex map display system further
- Added the map text display option to show how much every unit on the map knows
  about the watch unit and the display option to show the editor given name of the
  unit on the map.
- Unit listbox now updates damage values for watch group members correctly
 

TroopMon2 V0.898 (10/4 2009):

- All map markers cleaned up upon Troopmon termination


TroopMon2 V0.895 (9/30/2009):

- Added skipWP button
- Added the option to change the watchunit`s group current waypoint
  parameters
- Time acceleration is now adjustable down to 0.125 for slow-mo views
- Minor debugs


TroopMon2 V0.89 (9/23 2009):

- Fixed unstable camera in V2 mode,
  Still a bit shaky in V1, but that is due to the math inaccuracies
- Fixed bug of unnamed vehicles and some groups not displayable
- Projectile cam and ammo count EHs now work accurately
- Listbox/ Mouse selection increased in code hierarchy
- Gamelogic and Triggers can`t be inadvertently selected 
  anymore by mouse click
- Added FOV adjustment buttons for wider battlefield overview 
  or close-ups


TroopMon2 V0.885 (9/18 2009):

- All 3D markers can now be switched on, off by default
- Added buttons KLGRP,KLTYP,KLSID,DSARM



TroopMon2 V0.88 (9/17 2009):

- Waypoint menu introduced
  Can be shown or hidden
  When shown, 3D markers are placed at the positions of all 
  watchgroup waypoints
  A ROUTE button shows the route from the leaders position to the next waypoint
  The paricle markers for infantry units have been remade for
  a more pleasing look
  Enemy markers can be switched on/off 
  (For high enemy count scenarios to prevent lag)


TroopMon2 V0.87 (9/14 2009):

- Further optimization of the map display
  Less arrays are being processed, only updates are calculated
  Needs less CPU resources like that
  Map display can be constantly centered with CNTMAP onto the WATCHUNIT

TroopMon2 V0.87 (9/13 2009):

- Map display now shows vehicle markers, not only infantry markers

	

TroopMon2 V0.865 (9/12 2009) :

- Rounds fired readout added to the units info display
_ When unit fires any weapon the corresponding ammo count
  in the armament display flashes orange and the
  Rounds fired line flashes yellow
- Fixed bug in map display script. Now the unit markers are working
  as intended (No blue markers amidst reds anymore)
_ Map2 can`t be toggled anymore while map1 is displayed


TroopMon2 V0.86 (9/11 2009) :

- Completely rewritten armament section
  No irrelevant items are now displayed as weapons
  The weapons are sorted for Rifles/MGs/Cannons, Grenadelaunchers/Launchers
  Pistols and Handgrenades
  That fixed the bug of the magazinecount icons not displaying
  Custom weapons should be recognized now, because only config classes are
  considered from the watch unit`s weapon array

TroopMon2 V0.85 (9/7 2009) :

- Fixed shaking camera when displaying air class vehicles
- Added the option to have gunner camera while being in projcam mode
  but no projectile is fired (Great for monitoring snipers)
- Viewmode buttons now transition between viewmodes as intended
  

TroopMon2 V0.8 (9/6 2009) :

- 2 new completely overhauled map screens including one minimap
  that enables the user to see the camera and the map at the same time

- More accurate waypoint positioning

- SETP button added to easily setpos a unit somewhere

- NVS camera option added (set CHN_NVSALWAYS=true for daylight tunnel missions)

- New V8 camera mode for projectile trajectory analysis

- New V7 camera mode assembled from camera-scripts by Snakeman

- V5 mode cycles now through the units that DO have targets assigned primarily
  so more units in action are shown

- Improved group listbox sorting

- Buttons debugged

- Fixed that ingame map would not properly display for the player 
  after termination of TroopMon 2

- Fixed main script crash due to undefined return of expected destination
  for static weapons

- Fixed zero division error in some scripts



Changelog for adaption to Arma2 -> TroopMon2 V0.75 (8/25 2009) :


- UI config modifications to work with new Arma2 UI system
  and User interface scale

- Resolved serialization issues of UI variables

- Watched unit can now be added more magazines

- Fixed bugs in magazine count and weapon determination

- Automatic dimension recognition of custom islands

- Faction variable added to details section

- Life state variable added to the unit info section

- New splash screen



Known Issues: 
	

ToDo:  weapon gear selection menu
       


(old) Changelog for update to V0.81 (Arma1 version):

_ GUI changes due to Arma patch 1.05 have been compensated
- New GUI feature: mouse-double-click unit selection!
- Waypoints and any map markers can be moved and put
  now using the mouse on the map screen ! (before it was control buttons)
- Waypoints can now be created in the 3D view by mouse click.
- The camera can now be moved,rotated with the mouse.
- New startup method (Thanks to Snakeman and Gaia for the inspiration)
- All waypoint types are implemented now and working
- Ammocount and efficieny display implemented, FiredEH and KilledEH
  hacked to retrieve the data needed for this.
- Commandline option added.
- All ExecVM's replaced for spawns (Big thanks to sickboy for having the idea and doing it)
- All _filename variables removed and moved&replaced by CHN_TroopMon_xxxx  global variables in MonInit.SQF
- CreateCenter.SQF if's replaced for switch with cases.
- All static script paths replaced by (CHN_TMPATH + "scripts\scriptname.sqf")
- 2 new viewmodes implemented, V5 suggested by Snakeman.
- cleaned up config.cpp ---> no entries in ARMA.RPT anymore (suggested by KeyCat)








DISCLAIMER:

This is NOT an official Addon. Use it at your own risk. We will not be held responsible for any damage these addons might incur.
Nor will we be responsible for any problems you might encounter in installing or using this addon.
