Principle Author: Szabó "archbishop lazarus" Gergő
The BMP-1 is the driving force behind the development of tactics and equipment in the post-Great Patriotic War period was the theory of Deep Battle. In this conceptualization of warfare, large manouevre units such as brigades, divisions and corps would operate within the enemy's operational depth, striking at tactical and operational reserves, artillery, logistics assets, headquarters and even strategic centers of gravity. The keystone of this concept was high mobility, resulting in an emphasis on the protected, mobile firepower of the tank and on the use of aircraft and airborne forces. Because Deep Battle had been pioneered in the period 1920-1938, the concept did not include new post-war technologies such as the helicopter or missiles.
The BMP-1 has a simple "FCS" (optic system) with a scale that can be used to measure distances comparing it with a human height.
The key + switch to night vision (use - to return to standard sight).
NOTE: While using the night vision mode you are unable to change the elevation, nor have more reference than the simple crosshair.
All Russian BMP’s have random stowage by default. This consists of 3 hanging ammo boxes on the left, 3 on the right, a log on the back or on the left or no log at all. Placing the following line in the init field in the editor:
To remove all stowage:
habarScr = [this,0] execVM “\rhsafrf\addons\rhs_c_bmd\scripts\bgr_bmd_habar.sqf”;
To enable all stowage:
habarScr = [this,1] execVM “\rhsafrf\addons\rhs_c_bmd\scripts\bgr_bmd_habar.sqf”;
To enable random stowage:
habarScr = [this,2] execVM “\rhsafrf\addons\rhs_c_bmd\scripts\bgr_bmd_habar.sqf”;
To fully customize the stowage:
habarScr = [this,3,[0,1,0,1,1,0,”left”]] execVM “\rhsafrf\addons\rhs_c_bmd\scripts\bgr_bmd_habar.sqf”;
where the array
The first three digits - the three left ammo crates, starting with the front. 0 - disabled, 1 - enabled.
The second set of three digits - the three right ammo crates.
“none” - no log
“back” - back log is displayed
You might want to animate the snorkel. This may be done with the following animation command:
_bmp animate ["RHS_BMP1_Snorkel",X]; _bmp animate ["RHS_BMP1_HT_lemez",X];
_bmp animate ["RHS_BMP1_HT_lemez_B",X]; _bmp animate ["RHS_BMP1_HT_lemez_A",X]
X should be either 1 (extend) or 0 (retract).