Pappy Boyington 0 Posted November 20, 2003 hey im just an idea man. like i said after 3 hours of reading the config code so i could figure out what to change. i nearly went insane. to rewrite one likeyall did.. shit id be mental Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 20, 2003 GMR different explosions. (smoker/middle/flamer) personaly i prefer the flamer with lots of smoke, fire, and good stuff I'm sure his MOD is fantastic, everyone go download it now What I'm saying is in the quest to add lots of "smoke, fire, and good stuff" try to only add "smoke, fire, and good stuff" where "smoke, fire, and good stuff" would normally result. I don't want to download an @ECP Update and crash my bicycle and be burned to death by the resulting hollywood explosion. Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 20, 2003 You've obviously never had anything more than a simple tip over on a bicycle... those things are death traps! Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 20, 2003 Heh, no I haven't, never stacked while simultaneously juggling canisters of jet fuel and burning torches :P Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 GMR different explosions. (smoker/middle/flamer) personaly i prefer the flamer with lots of smoke, fire, and good stuff I'm sure his MOD is fantastic, everyone go download it now  What I'm saying is in the quest to add lots of "smoke, fire, and good stuff" try to only add "smoke, fire, and good stuff" where "smoke, fire, and good stuff" would normally result. I don't want to download an @ECP Update and crash my bicycle and be burned to death by the resulting hollywood explosion.  GMR made the explosions. the fire, the smoke the burning debris. and he made the various classes explode differently. but its not his fault that some brain dead BIS employ had teh brilliant idea to classify the bicycle as a "car" its not goldmembers fault that BIS classified the bike as a car. he just made the car explode. besides. not to many ppl use the bike cuz it only moves 1m an hour Share this post Link to post Share on other sites
Baphomet 0 Posted November 20, 2003 I've been trying to keep up on this thread however I've been a bit busy as of late. With this new version, does it modify the config.bin or is the old one that I modified from 1.02 just bunk now? One more thing. I'm a bit confused as to what I need to do to download the most up to date dev package for ECP. I don't see version numbers or anything, only: ECP Configs (0.25 mb) DTA folder of ECP mod (0.11 mb) Addons folder of ECP mod (0 mb) Sounds from the addons folder of the ECP mod (3.89 mb) So it's not in one all-inclusive package now? Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 20, 2003 GMR different explosions. (smoker/middle/flamer) personaly i prefer the flamer with lots of smoke, fire, and good stuff I'm sure his MOD is fantastic, everyone go download it now  What I'm saying is in the quest to add lots of "smoke, fire, and good stuff" try to only add "smoke, fire, and good stuff" where "smoke, fire, and good stuff" would normally result. I don't want to download an @ECP Update and crash my bicycle and be burned to death by the resulting hollywood explosion.  GMR made the explosions. the fire, the smoke the burning debris. and he made the various classes explode differently. but its not his fault that some brain dead BIS employ had teh brilliant idea to classify the bicycle as a "car"   its not goldmembers fault that BIS classified the bike as a car. he just made the car explode. besides. not to many ppl use the bike cuz it only moves 1m an hour  I didn't know the bike even blew up differently.. I wasn't accusing the great Goldmember of any lack of diligence in his addon creation.. chill out dude.. And lay off BIS, they have supported this game like no developers have EVER supported a game, they deserve your respect as they have earned it. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 aight sorry brother. seemed like u was dissin GM w/o mentioning the pluses to his mod. everythngs cool now brotha as far as my opinion on th BIS staff.. eh it still stands. jsut my opinion thou Share this post Link to post Share on other sites
esti_the_big 0 Posted November 20, 2003 Whens the new version going to be released? end of of week? Actually I just hope, that if you implent GMR explo effects, please implent the middle effect with debris (or let us best choose)... Share this post Link to post Share on other sites
andersson 285 Posted November 20, 2003 Agree.. Middel or choice. Alittle stupid to say but middle is middel, not to much flame and not to much explosion.... Share this post Link to post Share on other sites
joltan 0 Posted November 20, 2003 Are there any mirrors for the latest ECP release? Especially for the DR files. Download at OFPEC is so slow I'll be probably still downloading on xmas... Edit: Thanks, RED. Share this post Link to post Share on other sites
RED 0 Posted November 20, 2003 Toadlifes mirrors: ECP Core DR Patch 1 DR Patch 2 DR Patch 3 DR Bin RED Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 Agree.. Middel or choice. Alittle stupid to say but middle is middel, not to much flame and not to much explosion.... Â choice is better. cuz i prefer the flamer. Share this post Link to post Share on other sites
joltan 0 Posted November 20, 2003 Problems I found in multiplayer: - with the ECP loaded the glider chute addon doesn't work anymore (you get the standard OFP chute). Unfortunately this will make many great missions unplayable and rid us of a great addon. - In a mission that already had the spectator script the switch back from seagull mode did not work - no matter how high I climbed. Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 so take out the spectator script in that mission Share this post Link to post Share on other sites
RED 0 Posted November 20, 2003 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">- with the ECP loaded the glider chute addon doesn't work anymore (you get the standard OFP chute). Unfortunately this will make many great missions unplayable and rid us of a great addon. What is the glider chute addon? If you want to stop the Halo scripts from activating you only need to open up your ECP_settings.sqs and change one variable at the bottom. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">- In a mission that already had the spectator script the switch back from seagull mode did not work - no matter how high I climbed. Thanks, we will look into this RED Share this post Link to post Share on other sites
joltan 0 Posted November 20, 2003 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">- with the ECP loaded the glider chute addon doesn't work anymore (you get the standard OFP chute). Unfortunately this will make many great missions unplayable and rid us of a great addon.What is the glider chute addon? If you want to stop the Halo scripts from activating you only need to open up your ECP_settings.sqs and change one variable at the bottom.The glider chute is a steerable parachute (don't remember the author). We have used in in many missions on our server, and there's no way we will change all these again. What if I change the sqs - will I still be able to activate the halo script from within a new mission? Something else: We also use the original blood pack. As I understand this would no longer be needed with the ECP config. Will the original variables (for example to activate damage through bloodloss or to modify the blood addons parameters) still work? We used this in many missions, too - and changing all them would probably be more work than using the ECP would be worth. Share this post Link to post Share on other sites
gazmen 0 Posted November 20, 2003 I can not download this files : http://ofp.toadlife.net/downloa....042.zip I cant find download section on the website... Help me!!! Share this post Link to post Share on other sites
joltan 0 Posted November 20, 2003 so take out the spectator script in that mission That would mean we had to edit most missions that were made since Kegetys script came out for the first time. That's >100 missions, many of them made by other people, not members of my own squad. No way we'll do that. Share this post Link to post Share on other sites
Rudedog 0 Posted November 20, 2003 Are there any plans to upgrade the spectator script to 1.2? Â I really miss the zoom slider in the menu. Share this post Link to post Share on other sites
gazmen 0 Posted November 20, 2003 I think that in the case of ECP or UCE_JAM, the mission must be updated, not by you only it must be done by many people... But we must create a website to explain who do what, to not do 3 time same works... Share this post Link to post Share on other sites
joltan 0 Posted November 20, 2003 Well, to be honest, we will not start updating all our missions because of an addon. If an addon requires us to do this we can't use it. We have several hundered missions on the server, many of them using addons or the spectator script. It's simply not possible for us to do that. An addon like the UCE/Jam update should not need any update to old missions, as long as the original classnames are kept the same (as far as the groups error is concerned - that only is relevant for a few missions). I see the possible conflict where you have an in-mission spectate script and the spectate script of the ECP, but I hope this might be solved. Some other stuff like the Halo script I'd rather have manually activated in a mission by setting a parameter, as it will change old missions quite heavily and makes some unplayable (for example if they use the glider chute) if set active by default. Edit: and yes, updating the spectate script to V1.2 would be great! Share this post Link to post Share on other sites
RED 0 Posted November 20, 2003 All variables can be set in mission, if you want to use the ECP halo scripts in a mission but want them off by deafult just put this in your init.sqs. ECP_halo_enable = true We will be updating the Specator script to 1.2 RED Share this post Link to post Share on other sites
Pappy Boyington 0 Posted November 20, 2003 id like to add that i have sent snyper both the INQ weapons pack, AND the 21VB controlable parachute with some instructions of how to use. and a possible idea to replace the defualt BIS chute with the round "back up chute" so that we will never fall off course again not saying he WILL use it. but its quite possible. and has been suggested. hell i should join the mod as an idea man and go getter Share this post Link to post Share on other sites
joltan 0 Posted November 20, 2003 id like to add that i have sent snyper both the INQ weapons pack, AND the 21VB controlable parachute with some instructions of how to use. and a possible idea to replace the defualt BIS chute with the round "back up chute" so that we will never fall off course again not saying he WILL use it. but its quite possible. and has been suggested. hell i should join the mod as an idea man and go getter Sounds nice... maybe then also ai can use the chute properly. As for the parameters & spectate script 1.2, that sounds great! Now I just need to know wether the parameters the ECP blood uses are the same as in the original blood addon by Snypir. Share this post Link to post Share on other sites