Operation Lojack - Coop 
Version 1.0.64
http://toadlife.net/ofp
toadlife@toadlife.net

Mission Description:
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Rescue a hostage using a radio tracking device.


Possible Issues:
----------------------
* Sometimes debreifings don't show up - happens for high latentcy players


Explanation of Hostage Location Choices:
------------------------------
By default, the hostage is placed in one of six enemy camps spread across the island.
You have the choice of which camp the hostage will be located at. This may come in handy if
you find that one particular camp is more or less challenging/fun to rescue the
hostage.


Explanation of Dificulty levels:
--------------------------------------
By default the difficulty is set to "Average". Difficulty levels change the number of enemies on the
map, their skill levels, and the way they respond when the engage you. Here is a summary of what the
difficulty levels mean:

Pansy: A lot less enemies on the map. Enemies have extremely low skill levels.  Enemies hardly
ever call for backup. Enemies are very cautious and will flee at a moments notice.

Easy: A lot less enemies on the map. Enemies have low skill levels. Enemies are very cautious
and flee at a moments notice.

Average (Default): A few less enemies on the map. Enemies have average skill levels. Enemies
call for backup only if they know quite a bit about you. Enemies are level-headed and only flee if
they take quite a few casualties.

Challenging: Default number of enemies on the map. Enemies have slightly above average skill levels.
Enemies call for backup relatively quickly. Enemies are level-headed and only flee if they
take quite a few casualties.

Difficult: Default number of enemies on the map. Enemies have above average skill levels. Enemies call
for backup very quickly. Enemies are agressive and only flee if they take quite a few casualties. 
Enemies will sometimes appear to attempt to "flank" the player squad.

Insane: Extra enemies on the map. Enemies have very high skill levels. Enemies
call for backup at a moments notice. Enemies are agressive and almost never flee. Enemies will sometimes
appear to attempt to "flank" the player squad.

Jesus!: Even more extra enemies on the map. All enemies have the highest skill
level. Enemies call for backup at the instant they see the player squad. Enemies never flee, and will
sometimes appear to attempt to "flank" the player squad.

Warning about modem users and AI team members:
----------------------------------------------
If the group contains AI soldiers, then the group leader should NOT be a modem user. Because AI
soldiers are local to the group leader's computer, this will bog down modem users.  I have
tested the mission on a 56K modem/T-1 Dedicated server (with an idle ping of 200), and while a
modem user CAN be the group leader, the mission will become extremly laggy when the AI soldiers
engage enemies. Having a modem user as the group leader can render the AI soldiers in the player
group ineffective, since they will not have enough data to properly target enemies.


*Partial* Version History:
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-- Version 1.0.64 --
* Same as 1.63a(BETA) - First official release of this mission.

-- Version 1.63a(BETA) --
* Fixed: Bug with end messages not displaying right (Introduced in 1.63 end message fix)
* Fixed: An extra enemy patrol group would still show up - REALLY fixed now.

-- Version 1.63(BETA) --
* Fixed: Rare bug where AI leader would not be removed from the group
* Fixed: Bug with end message - would allways say "Poor Effort" at the end
* Fixed: An extra enemy patrol group, which is designated for higher difficulty levels, would appear on easier 
  difficulty levels
* Fixed: If group leader disconnected at the start of the mission, LZ could not be selected by the new
  leader
* Fixed: Random Wheather - Even though cloud cover and fog would be the same on all clients, the level of
  rain would not. Now the rain level is set to be the same on all clients. Note, that even though all clients
  have the same rain setting, for some reason they don't all experience the same rain effect.

-- Version 1.62b(BETA) --
* Fixed: Bug with camp3. Chopper would fly to the wrong extraction point.
* Changed/Fixed: Adjusted scoring message at the end to display a more accurate casualty percentage and to 
  display a message describing the effort the squad made (good,bad,horrible, ect.)

-- Version 1.62(BETA) --
* Added: Most of the Resistance Weapons (Pistols!) are now available weapons in briefing
* Added/Changed: All units are now equipped with *standard* infantry loadouts, plus Beretta and Binoculars

--Version 1.61(BETA) --
* Fixed: LZ could still be moved after group had been inserted
* Changed/Added: Briefing expanded to reflect changes in mission.

-- Version 1.6c(BETA) --
* Fixed: Two of the three hostage locations did not work
* Added: Group leader now chooses Landing Zone from two possible areas by clicking on the map.
* Changed: AI now disabled by default
* Changed: Extra enemy units now appear in "Insane" and "Jesus!" mode.

-- Version 1.57(BETA) --
* Added: 3 More hostage locations
* Changed: "Enemy Behavior" option changed to "Dificulty"
  * Difficulty levels: "Pansy","Easy","Average","Challenging","Difficult","Insane","Jesus!"
* Fixed: Bug with grouplink script - enemy groups could not detect vehicles.

-- Version 1.55a(BETA) --
* I must have fixed something, but I don't remember what. :P

-- Version 1.54f(BETA) --
* Fixed: Debriefings were not showing up MOST of the time. - Bug was introduced in version 1.42
* Removed: Hidden cheat's (debug mode), used for debugging purposes removed. (Debug mode added in
  version 1.51)
* Removed: Radio command to rejoin the hostage removed. No longer needed, as the join script will
  join the hostage to the group reliably now.
* Fixed: Mission.sqm cited addons that were not even in the mission (I HATE ADDONS!).

-- Version 1.51(BETA) --
* Fixed (sort of): If hostage does not join group, the leader can use the radio to make the hostage
  rejoin the group. No more failing the mission because of a stupid OFP bug!
* Fixed: When mission was started with an AI leader, the helicopter would land when the AI leader
  was removed
* Improved: AI leader detection. Players get a nice hint telling them that their leader was AI and
  had to be removed.
* Added: Custom resource texts for the credits and hints (very nice looking!)
* Added: Tracking device can now calculate the distance to the hostage!
* Changed: Tracking device may not be used until all credits have been rolled out.

-- Version 1.42(BETA) --
* Fixed: bug with hostage joining group (1 follow 1)
* Added: Instant respawn (15 second delay - Players respawn with same weapons they died with.)
* Changed: Briefing - Much shorter and to the point (geared toward MP)
* Added: Team rating system. At the end of the mission, the team recives a rating based on how
  many deaths the squad incurred.
* Changed/Added: Four Different debriefings based on team's rating.
* Added: Hint at the beggining which reminds them about the tracking device
* Added: AI squad leader detection - If the leader of the squad controlled by the computer, the 
  squad leader is removed from the group and moved to the other side of the island.

-- Version 1.31(BETA) --
* Added: Standard LZ insertion (One of 3 random LZ's picked at mission start)
* Removed: HALO Drop insertion modem players would die no matter what I tried
* Removed: Voices that had to do with HALO drop and chopper being shot down

-- Version 1.3(BETA) --
* Changed: File name of mission to reflect actual number of player slots (11)
* Removed: Standard ejection sequence
* Added: HALO drop style ejection sequence - Modem users can be now be the leader of the group
  and AI units should eject without dying
* Changed: Changed Heavy Grenadier to Machine Gunner
* Changed: All scripts now wait until the opening sequence is finished to start (Performance)

-- Version 1.27(BETA6) --
* Fixed: Hostage would not join group properly after being rescued
* Changed: Ejection sequence - AI units still died during ejection, or did not eject at all if 
  group leader had a slow connection

-- Version 1.26(BETA5) --
* Fixed: Ejection - After ejecting, players sometimes ejected from their parachute - (Not good!)
* Fixed: Briefings were not showing up for remote players

-- Version 1.25(BETA4) --
* Stopped calling it a "release candidate" - WAY to many bugs
* Changed: Ejection again (some players would die in the air from the ejection)
* Fixed: A few miscelaneous bugs (Forgot what they were)

-- Version 1.22(RC2) --
* Added: Choice of hostage location in setup screen
* Added: Choice of enemy behavior in setup screen
* Added: HK to Weapons Choices
* Added: Random weather
* Changed: Random hostage location is now "more random".
* Removed: Opening cut scene
* Removed:  Around 80 sound effects (hopefully this will reduce lag for HPBs)
* Changed: ejection script at the beginning to keep HPBs from sometimes dying (Hopefully)
* Fixed: Script that links enemy groups together - Groups sent to assist other groups
  will now continue on their normal routs after awhile if the human group manages to elude
  them

-- Version 1.19(RC1) --
* Fixed: Removed camera view to open mission. Now compatible with 1.85
* Added: 6 more player slots
* Fixed: Remote players weren't placed into the chopper at mission start (DOH!)

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END