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*BAZBO Type 623 MG Bunker*
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*Beta Release v0.2       *
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PLEASE READ THE FULL FILE BEFORE USING THE BUNKER IN GAME

Installation
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Extract to a temporary folder.

Copy BAZBO_623.pbo 	to your \Operationflashpoint\Addons directory
"  " and_WW2MG42.pbo "     " \Operationflashpoint\res\Addons

Copy the BAZBO_Type623_Bunker_Demo.normandy folder and its contents to OperationFlashpoint\Users\<your username>\missions

Using in game
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You can select the BAZBO_623 bunker from Empty\Objects\BAZBO_623

I have been using the MG42 from AND (included in zip and_WW2MG42.pbo copy to \res\Addons) as this fits well into the bunker

You can find it in the mission editor from Empty\WWIIAddons\MG42(bunker) but the bunker is designed to be added to a mission and used with in conjunction with some scripts.  

You can locate the scripts in the folder you copied during the install.  It's a sample mission, but remember that I'm no mission maker, it's really to demonstrate the use of the scripts.

Addons Needed for sample mission
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"WaffenSS", WWIIECWaffenss.zip - http://www.fileplanet.com/dl.aspx?/3dactionplanet/flashpoint/ww2ec//wwiiecwaffenss.zip
"gweaponsg",WWIIECGermanWeapons.zip - http://www.fileplanet.com/dl.aspx?/3dactionplanet/flashpoint/ww2ec/wwiiecgermanweapons.zip
"Britinf", WWIIEC British Pack.zip - http://www.fileplanet.com/dl.aspx?/3dactionplanet/flashpoint/ww2ec//wwiiec_british_pack_fixed.zip
"bweapons",
"be45gecrate",Be45_GE_SupplyCrates_Res175.exe - http://www.storiamilitare.org/be45/download/addons/Be45_GE_SupplyCrates_Res175.exe
"britishweapons",
"editorupdate102",
"Hboat",Mp_Higgens.zip - http://www.fileplanet.com/dl.aspx?/3dactionplanet/flashpoint/ww2ec//MP%20Higgens%20landing%20craft%20V2.0.zip
"and_ww2mg42", Included


Scripts/Functions and their purpose
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The following scripts need to be copied into the folder for your mission. You must also have the following line in your init.sqs file (create one in your mission directory if not already there)

RelPosCoord = preprocessFile "relposcoord.sqf"

This is to make use of Igor Drukov wonderful relative position coordinates function used by my scripts.

Bazbo623MG.sqs - Use this script add an empty bunker with an MG and furniture in place.
Bazbo623MGCrewed.sqs - Use this script add a bunker with crew in place (you still need to have Bazbo623MG.sqs in the folder as well).
manMG2.sqs - This script is used to make units man a machine gun when its gunner gets killed.
relposcoord.sqf - This function is used by my scripts to calculate positions relative to angles of direction.
Target.sqs - Used to get units guarding bunkers to attack enemies trying to enter. Run by triggers outside the bunker
Target2.sqs - Variation of the above script.
watchdirection.sqf - Commands units to watch specific direction

Positions in bunker
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pos0 = Tobruk
pos1 = Main entrance defence 
pos2 = Crew room entrance defence
pos3 = gunner
pos4 = gunner's observer

Known Limitations
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Grenades or the blast/splash from a shell hitting the bunker is likely to kill all inside, although the bunker is very resistant to small arms fire.
The two units guarding the entrance don't do a perfect job but if your not running flat out to get into the bunker you stand a fair chance of being hit. 
When the manmg script moves a new unit into the machine gun he appears to hover above the bunker for a second.  I think this is a problem with the MG not the script.
The doors are a bit big and need work

Future Development Plans
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During the beta phase of this addon I would like to add the following features (in no particular order).

Camouflage netting and vegetation to disguise the front of the bunker
A machine gun actually incorporated into the bunker (reducing the risk of the gunner being shot)
More protection against fire when in the Tobruk
The bunker under either a WW2EC or BAZBO addon menu in the mission editor.
Better textures
Shell proof script
Texture choice for the grass covering the bunker to suit the land it is placed on.

Please report feedback, improvements to scripts, missions using the bunker to
BAZBO@bryanjanes.co.uk

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