CivilWar Mod
Beta Release 1.0
Info site: http://www.petrov-petrov.si/~triglav/CW/

This package contains the standart Union and Confederate units (minus the Zouaves) plus an assortment
of small arms and artillery.
No further addons needed, except MIG's Farmland objects for Gettysburg island.
All islands (subsequent releases as well) require the Project Farmland Addon 1.2
You can get this here: http://ofp.gamezone.cz/index.php?showthis=6533

Setup:
All the files come in a single folder named CWMOD,it contains two subdirectories,\DTA and \Addons.
Put that folder into your in your OFP directory.
Then create a shortcut on your desktop that launches OFPResistance, open that shortcut, go to properties
and add the line "-mod=CWMod".
The Line should read now: "Your drive:\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE -mod=CWMOD"
Ofp will now launch with all the proper addons and animations.
(You can also use some OFP launcher which automatically detects ADDON folders, such as angusjm's OFP Launcher
whic can be found somewhere herE: http://ofp.gamezone.cz/index.php?sekce=utilities)


The units can be found under East/West Class: US Civil War
Objects at Empty/US Civil War

Note: 

-After fixing the bayonet for the first time, the aim-view is activated by the “space” key.
 If you drop the weapon or pickup another one the bayonet script is disabled. Therefore, only
 use your given weapon if you wish to use the bayonet. Any switch and it's gone for the rest
 of the mission.

-Except for the revolvers and the Spencer Repeating Carbine all weapons are single loaders.
 Reload time is set to a realistic duration off app. 13 to 15 sec.
 
-The ammount of ammunition is limited to ten rounds.
 This is beeing worked at, 40 rounds are intended, 
 for the time beeing extra ammunition can be obtained at the sutlerwaggon.

-Muzzle smoke is scripted to the soldier, not to the weapon. Therefore no matter what weapons our CW men shoot,
 they will smoke like hell. This also explains why all rifles and pistols smoke the same way.
 The musket in the hands of a default OFP soldier will not smoke at all, an AK47 in the hands
 of a CW soldier will smoke like a musket.

-All prone animations were replaced with standing animations. So your soldier cannot go prone.
 This also means wounded men are always standing, but will not shoulder their weapon as AI treats them
 as crouching. 

-Pistol animations were not changed as they are in Resistence's O.pbo, which is huge. This has an effect
 that if a soldier equips a pistol, he can go prone. Officers that have the pistol as default weapon
 were forced to stand using the "setunitpos UP" command. Becouse that is always in effect they never go
 to safe mode, and never put away their weapon.
 That's the price of balancing the game...

-The cannons take 20 to 30 seconds to reload. Not a bug, it is intended to simualte the rate of fire.
 Wait while they reload and hope noone kills you in the meanwhile.

Known bug:
Units have no shadows. This detail was overlooked while they were made, as they were always tested
with shadows turned off. It was noticed just prior to release, but to go fixing them all would cause some unwanted delay.
This will be taken care of by next release. Besides...in large battles shadows only take up 
more computer resources ;) (bad excuse, I know, I know...)


Compared to modern weapons the accuracy is fairly poor (meaning the pistol is only usable at really close range) 
but our intention was to create a mod that represents realistic battlefield conditions 
as they were during the Civil War.
The formations (line, wedge, column etc) are somewhat tighter then usual to simulate
napoleonic style fighting formations. Unfortunately OFP engine still scatters soldiers in all directions when combat 
begins. Try some formation scripts for that, or if you want a nice battle line, place the soldiers individually 
(meaning without blue lines connecting them).

The uniforms are "standard regulation" for the better part, southern soldiers in general had a 
greater variation in clothing and accoutrements. More soldiers to follow in next releases.


Credits:
Wilco for making the animations.
UKF Mod for letting us use their bayonet script.
BadAss from the MapFact group for implementing it and writing the action menue.
Korax and MrZig for their smoke script, Silola (also MapFact) for customizing it.
Mig2003 from Operation Farmland for his fantastic farmland addon.


CWMOD Members: 
Triglav: mttriglav@email.si
Pickett: norbertwerner@freenet.de
Tsalagikola: tsalagikolax@hotmail.com

