toadlife 3 Posted November 19, 2003 @Ace: Create a mission where you are a BAS Delta/Ranger and fly up in a helicopter, and then eject. Edit: MAke sure you are at at least 300-400m before you eject. Share this post Link to post Share on other sites
RED 0 Posted November 19, 2003 @Acecombat: Cheers for that bug report, I will fix that in the next version. Make sure you leave it a couple of seconds before trying what toadlife said, the script takes a couple of seconds to activate RED Share this post Link to post Share on other sites
Acecombat 0 Posted November 19, 2003 YAHOOOOOOOOOOOOOOOOOO HALO jumps are now possible THANKS a LOT ECP team!! Now i can have these thingys by default in OFP , Antonov here i come Cant we have these possible on Russian SF too? Or are they on by default for specific SF designation inside OFP? I love it guys and btw Toadlife whats the failure rate of this thing not opening? @RED: can you also try to move that flame on the heli rotor failure towards the end of the rotors ? instead of having them in between since its a taol rotor failure it doesnt makes sense in having it there , perhaps this is a OFP limitation which is barring you from doing so ? Do tell me about this... Plus why havent you guys implemented GMR's flame ball explosions yet? I still dont se that distinct GMR flame ball here it was very realistic , still nice job on the explosions though i like the secondary booms and bangs Share this post Link to post Share on other sites
toadlife 3 Posted November 19, 2003 HALO jumps are now possible THANKS a LOT ECP team!!Now i can have these thingys by default in OFP , Antonov here i come Cant we have these possible on Russian SF too? Or are they on by default for specific SF designation inside OFP? I love it guys and btw Toadlife whats the failure rate of this thing not opening? I beleive the failure rate is 0.001% which is 1/100000 chance. Te failure rate only applies to AI units who are HALO'ing. I wound't worry about it. ;p As for which units it support, currentlt it only supports BIS Special Ops Units, and BAS Delta/RAngers - however it can support any unit you want. In the ECP settings script, you can add unit classes to the list of supported units. Here are the ECP_Halo settings from the ECP_settings.sqs file <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; HALO settings ; ============= ; ECP_halo_enable ; enable HALO scripts? (true/false) ? [ECP_halo_enable] call ECP_is_null: ECP_halo_enable = true ; ECP_halo_height ; opening height of parachute ? [ECP_halo_height] call ECP_is_null: ECP_halo_height = 150 ; ECP_halo_variance ; variance in opening height ? [ECP_halo_variance] call ECP_is_null: ECP_halo_variance = 30 ; ECP_halo_failrate ; % chance of failure ; default is 0.001 ? [ECP_halo_failrate] call ECP_is_null: ECP_halo_failrate = 0.001 ; ECP_halo_units ; unit types that can conduct HALO jumps ? [ECP_halo_units] call ECP_is_null: ECP_halo_units = ["SoldierWSaboteurPipe", "SoldierWSaboteurDay","SaboteurDayWFO", "SoldierWSaboteurXMS", "SoldierWSaboteurPipeHG", "SoldierWSaboteurLaser", "SoldierWSniper", "SaboteurNightWFO", "SoldierWSaboteurPipeHGS","SoldierESaboteurPipe", "SoldierESniper","SoldierESaboteurPipe", "SoldierESaboteurBizon" ,"SoldierESaboteurPipeHG"] + ECP_Bas_1 + ECP_Bas_2 + ECP_Bas_3 Share this post Link to post Share on other sites
Acecombat 0 Posted November 19, 2003 Ok iam a bit un-educated on this but what are the other classes can you list them here if it isnt too much of a bother? I want them ON on every unit just for fun to try them out for a few days. Share this post Link to post Share on other sites
toadlife 3 Posted November 19, 2003 That would be a toughie to list all of the classes. What we should do is set an seperate option to enable HALO for all units. As of now, you HAVE to put the seperate classses in. You can make a sample mission with a unit you want to use it one and create a radio trigger that outputs this: hint format["%1",typeof player] This would display a hint box with the class of unit the player is. Share this post Link to post Share on other sites
RED 0 Posted November 19, 2003 Change it to this Ace: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? [ECP_halo_units] call ECP_is_null: ECP_halo_units = ECP_men RED Share this post Link to post Share on other sites
munger 25 Posted November 19, 2003 Just tried the new version. Great work guys! The thing I noticed first was the AT rocket smoke which looks a lot better, although I must ask - do such rockets really produce that much smoke? Anyway, would it be possible to add this effect to vehicle missiles and rockets as well, maybe toned down a little for rapid fire FFAR's/Hydras (may lag otherwise)? It seems a bit strange at present how man-portable AT weapons look so good when fired but TOW missiles etc still just produce the standard dead straight thick white line. I like the HALO jump but agree with Ace that it would be nice if all special forces units had this feature by default. If this isn't possible I would be happy to have all units set up for HALO instead of just BIS and BAS SF. One thing you may want to consider is implementing 21VB's excellent proper parachute addon (get it here). It enables you to control your descent by turning left and right and braking. Hopefully you will still implement Goldmember's explosions and burning buildings as they really would be the icing on the cake. Anyway, thanks for the rapid releases and for listening to the community. Cheers. Share this post Link to post Share on other sites
toadlife 3 Posted November 19, 2003 Quote[/b] ]Change it to this Ace: Code Sample ? [ECP_halo_units] call ECP_is_null: ECP_halo_units = ECP_men RED Would that add support for any unit? Even addon units? Share this post Link to post Share on other sites
toadlife 3 Posted November 19, 2003 One thing you may want to consider is implementing 21VB's excellent proper parachute addon (get it here). It enables you to control your descent by turning left and right and braking. Doing this would not be impossible, but the addon would have to be completely customized by us. I've seen it before and unpbo'd it to see how it worked. AI units would not be able to use it without massive amounts of custom scripting - again, not impossible, but it would be big job. It would be nice if you could give the parachute the same attribute as a helicopter, so it could be controled via the keys. Share this post Link to post Share on other sites
RED 0 Posted November 19, 2003 Just tried the new version. Great work guys! The thing I noticed first was the AT rocket smoke which looks a lot better, although I must ask - do such rockets really produce that much smoke? Anyway, would it be possible to add this effect to vehicle missiles and rockets as well, maybe toned down a little for rapid fire FFAR's/Hydras (may lag otherwise)? It seems a bit strange at present how man-portable AT weapons look so good when fired but TOW missiles etc still just produce the standard dead straight thick white line. Yeah they do make a hell of a lot of smoke, I will try and dig up a vidoe of a Javlin being fired later. Good idea about the rockets, we will look into that @Toadlife: No that will just work with Deltas + rangers, seb nam units and all BIS units. This will be fixed in the next version. RED Share this post Link to post Share on other sites
Acecombat 0 Posted November 19, 2003 Ok Cheers RED i'll try it out Ok Toadlife i now udnerstand why it would be difficult to list every class (my bad as i said ignorance on my part ) .. but yeah as Munger said it'll be better to have it on every unit rather then a few ... perhaps this hang glider maneouvarability can be only attributed to SF for the speciality ?? Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 19, 2003 Controllable chutes would be great, I hate drifting 5k off course when there is no wind in OFP anyway Question, are blood settings now local? I want 400 blood but I want the server set to 50 blood particles for the peoples with over-clocked calculators. Share this post Link to post Share on other sites
RED 0 Posted November 19, 2003 Blood settings are local, you should have no problems with that. RED Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 19, 2003 ok a couple of things to report here (for the sake of testing i turned off GMR) the HALO thing is a random variable? i took her up to 1000+ m and the chute opend automaticly the random weather. this now works when im running only ECP. but lol this is kinda weird and u might want to have this checked. i ran the test mission several times. set date "may 10th" time "6:45am" island: desert island and ummm... it was snowing. lol now i HIGHLY doubt it snows, in may, in the desert. lol might want to look into that. few other suggestions add the following custom configs for us diehards INQ weapons (replace default) GMR different explosions. (smoker/middle/flamer) personaly i prefer the flamer with lots of smoke, fire, and good stuff Share this post Link to post Share on other sites
toadlife 3 Posted November 20, 2003 the HALO thing is a random variable? i took her up to 1000+ m and the chute opend automaticly No the HALO should have worked. <ul> [*]Which aircraft were your using? [*]What type of unit were you using? HALO is only enabled by default for BIS Special Operations units and BAS special operations units. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 oh only spec ops? my bad. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 can one of the ECP boys help me with some config modications? ive started an attempt to combin the INQ, and GMR flamer explosion config. but about about 3 hours of reading code im near insanity. i havnt seen this much code since matrix revolutions >_< Share this post Link to post Share on other sites
snYpir 0 Posted November 20, 2003 i ran the test mission several times. set date "may 10th" time "6:45am" island: desert island and ummm... it was snowing. lol now i HIGHLY doubt it snows, in may, in the desert. lol might want to look into that. few other suggestions add the following custom configs for us diehards INQ weapons (replace default) GMR different explosions. (smoker/middle/flamer) personaly i prefer the flamer with lots of smoke, fire, and good stuff GMR explosions - TJ is working on explosion mods at the moment, and he has some completed very impressive mods. INQ weapons - yeah, we'd be open to including this. Can you perhaps send me the config? (call me lazy, but we are all very busy dudes). What advantages does it provide? morpj97@hn.ozemail.com.au. Weather - bear with us, it is early days yet. At the moment snow is seperate from random weather, however eventually it will be integrated (with the island detection script as well). Finally - if you make a change that you think is pretty sweet, plz email it to me. We are a free-flowing mod and fairly easy going, so if you wish to help out, please do! Share this post Link to post Share on other sites
zayfod 1 Posted November 20, 2003 can one of the ECP boys help me with some config modications? ive started an attempt to combin the INQ, and GMR flamer explosion config. but about about 3 hours of reading code im near insanity. i havnt seen this much code since matrix revolutions >_< LOL Pappy, have a break mate, sit back and enjoy it as it unfolds. I wouldnt get too stuck in to merging them as it stands because we are about to make even further large (did I say large?) alterations to the config. Dont blow a fuse on the current config mate. Zay Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 20, 2003 I hope you guys work on what you guys envisioned the FX to be like, rather than bow to the needs of a few people who are addicted to unrealistic hollywood fx. Maybe have something in ECP Settings: REDICULOUS_FX = False Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 couple things: i hope LD here isnt talkin bout GMRs explosions as the "hollywood" fx   cuz if so on behalf of goldmember id like to take offense from that  that man worked very hard on perfecting the explosions for this game and that would be an insult to his efforts. now the cassucus crisis one is over done snyper im sending u the config.bin cuz u guys obviously have the nesscary tolls to decode the bin files. u might get it twice form 2 emails. sorry about that OE was bein a dick about your email Edit: i had only started trying to figure how how to implement the flamer fx into the ECP stuff. cuz ECP is obviusly too much to convert into GMRs. several things that make OFP perfect that im using and tried to put into one config <ul> [*]GMR Flamer Explosions (and explosion sounds) [*]INQ Weapons To Replace Orginal [*]Dynamic Range Sound Pack [*]Kegetys Sky Pack (not implemented via config but still need mention) [*]Lil Extras Provided via ECP oh and to answer your ? snyper. the advantage is: it adds better, more beautiful looking weapontry. BIS crap is blury and "generic" INQ is specific and detailed. Last Suggestion: hook up wit one of them 2 animators and see about releasing new animations for holding the gun, standing, ect. just another suggestion. Share this post Link to post Share on other sites
snYpir 0 Posted November 20, 2003 Don't forget that ECP already has a dynamic range (much improved) config if you want it. The others will come. If you want to join our team, plz send me an email Share this post Link to post Share on other sites