victorious 0 Posted January 22, 2004 Quote  helicopter effect that goldmember mod use be added to the script please? "What specific effect do you mean?" i am sorry snypir for not being specific, i am talking about the rotor wash, it is really done nice its not to much or to little like the ones ecp is currently running  Share this post Link to post Share on other sites
MSpencer 0 Posted January 22, 2004 My DR prob continues. I know it must be the config! Missing sounds: Cobra rotors Satchel Some ATs Share this post Link to post Share on other sites
RED 0 Posted January 22, 2004 @MSpencer: You use the same config as everyone else, it can't be the config. Are you sure you have the large dynamic range addon? (around 35 mb) If you are still having problems drop me an email or add me to your icq list (113172658) RED Share this post Link to post Share on other sites
Spy17 1 Posted January 22, 2004 Could you add a watersplash when explosions happen in water? Thx for the solid work! Share this post Link to post Share on other sites
RED 0 Posted January 22, 2004 There is a watersplash when boats + planes explode in water. Sometime soonish I will be adding watersplash for tank shells + laws. RED Share this post Link to post Share on other sites
Spy17 1 Posted January 22, 2004 Yes I like the water splashes when boats + planes explode in water. Good to hear you will add some for normal explosions! That will look nice if you chase a plane over the sea and cannon shells hit the water! Share this post Link to post Share on other sites
BirdKilla 0 Posted January 22, 2004 Sorry if ,this is out there and im just blind and lazy. I looked through last 10 pages of posts didnt see it is there a Dynamic range & IQN weapon pack config out there for 1.057 vr of ECP? Â also kick ass addon guys snyipr great work as always! Â thanks Share this post Link to post Share on other sites
firefox313 0 Posted January 22, 2004 I have a problem with ecp: when I grab any pistol whit my soldier, he jams. Is it a bug or something similar? Share this post Link to post Share on other sites
snYpir 0 Posted January 22, 2004 I have a problem with ecp: when I grab any pistol whit my soldier, he jams. Is it a bug or something similar? You must be using an encrypted config.cpp file in your @ECP\bin folder. Use cpp2bin.exe to encrypt it, or download the 1.57 core installer to re-install the correct files. Quote[/b] ]Has anyone seen the rotorwash from DKM choppers (Mi-28 and Comanche)? Additionally, (seconding someone else's comment) the smoke effects when firing any weapon are very impressive!!It would appear at least from first impressions that this is superior to both vektorbosen(sp?) and BAS's implementation. Although, I know not how impacting it is on framerate as my machine seems to handle things rather well. I have not seen them, however i will check them out. If they are as good as you say i'll ask DKM for permission to use them. So far the focus has been on improving framerate and making ECP fully MP compatible. Refining effect scripts will start next week. Share this post Link to post Share on other sites
uiox 0 Posted January 22, 2004 This one too: Very good Share this post Link to post Share on other sites
colonel_klink 0 Posted January 22, 2004 Ok the is ECP is the max! How ever I do find it a little annoying when I setdammage to a chopper for the smoke effect and it randomly decides to crash land. Is there a way of preventing this (on somke occassions) for example my mission (Klink's first and probably only attempt) requires a chopper to take fire but be able to land safely. I have setdammage to 0.6, which sometimes allows the chopper to continue flying, and sometimes doesn't. I would like to set it higher for more smoke, but with the random forced landing this doesn't work. If (a big if) I get the mission to a releasable stage this will cause problems with people with ECP installed. So any in editor command I can use to allow a safe, but burning, flight to safety? Thanks Share this post Link to post Share on other sites
Acecombat 0 Posted January 23, 2004 Quote[/b] ]randomly decides to crash land Oi klinky check the ecp_settings.sqs change it there to a lower value since its defined in % like 0.7 or 0.6 you can then reduce the chances like turn it to 0.1 or simplay turn it off if you like. Share this post Link to post Share on other sites
colonel_klink 0 Posted January 23, 2004 Quote[/b] ]randomly decides to crash land Oi klinky check the ecp_settings.sqs change it there to a lower value since its defined in % like 0.7 or 0.6 you can then reduce the chances like turn it to 0.1 or simplay turn it off if you like. yeah I sort of gathered I could do that, but if i am to release this (far off idea) other users wont be able to play the mission. Thanks anyway, Acecombat Share this post Link to post Share on other sites
snYpir 0 Posted January 23, 2004 Any of the variables in any of the settings files can be set in-mission. A variable set in-mission (ie in an init.sqs file) will replace any user-defined settings. In this way mission designers can elect to turn off certain ECP features. To disable tail rotor failure, find the appropriate setting in ECP_Settings.sqs (ECP_tail_rtr_failure_enable) or something, and then do: ECP_tail_rtr_failure_enable = false in your mission's init.sqs file. regards Share this post Link to post Share on other sites
Acecombat 0 Posted January 23, 2004 Ah nice i didnt knew that Share this post Link to post Share on other sites
kroky 1 Posted January 23, 2004 Does anyone know how I could force the BAS choppers to use the Vektorboson chopper dust script coming wih ECP? (The BAS chopper dust is really poor....) Share this post Link to post Share on other sites
RED 0 Posted January 23, 2004 Use the add unit function, read the FAQ This is what you want to know: Quote[/b] ]Q: How do I make non-compatible addons work with the ECP? (new 05/01/04) A: You either have to modify the addon's config.cpp file (as specified in Making ECP Compatible Addons), or edit each mission and place in the following trigger: - Size: 50000 x 50000 (as big as the entire map) - Activation: Anybody (Once) when 'Present' - Condition: this - On Activation: thislist call ECP_addUnits Note that you'll need at least one default BIS unit on the map (eg a unit of type WEST: Men) in order for the ECP to initialise. RED Share this post Link to post Share on other sites
colonel_klink 0 Posted January 23, 2004 Thanks for that snYpir. Share this post Link to post Share on other sites
Acecombat 0 Posted January 23, 2004 Use the add unit function, read the FAQThis is what you want to know: Quote[/b] ]Q: How do I make non-compatible addons work with the ECP? (new 05/01/04) A: You either have to modify the addon's config.cpp file (as specified in Making ECP Compatible Addons), or edit each mission and place in the following trigger: - Size: 50000 x 50000 (as big as the entire map) - Activation: Anybody (Once) when 'Present' - Condition: this - On Activation: thislist call ECP_addUnits Note that you'll need at least one default BIS unit on the map (eg a unit of type WEST: Men) in order for the ECP to initialise. RED Hmm cant you also do that by exempting BAS choppers from the classes youve configured it with in the settings.sqs file? Share this post Link to post Share on other sites
firefox313 0 Posted January 23, 2004 I have a problem with ecp: when I grab any pistol whit my soldier, he jams. Is it a bug or something similar? You must be using an encrypted config.cpp file in your @ECP\bin folder. Use cpp2bin.exe to encrypt it, or download the 1.57 core installer to re-install the correct files. It's all ok in my ecp/bin folder  (I have resource.ccp, config.bin and config.ccp). I've tried to re-install ecp, but I still have the problem. And I have another problem: when I edit a mission all soldiers with only a gun are half-bury and they can't move (I also have INQ w.p. and hisky) Share this post Link to post Share on other sites
ExtracTioN 0 Posted January 24, 2004 I noticed a bug or you can call it better it is annoying when you use CoC Torpedo launced from choppers I am making some Seahawks with using CoC Torpedoes addon everything works fine with Goldmembers Explo Mod or without but using the addon with ECP Mod is bugging the torpedo sometimes not alltimes when I launch a torpedo above sea at the target sometimes the torpedo works fine but mostly the torpedo blows on the sea try it and you will notice this bug Can you guys fix this bug please Share this post Link to post Share on other sites
Dwarden 1125 Posted January 24, 2004 Because ECP also touch weather i got small idea ... we know about sky addons ... what about ability to "swap" between different skies ... i wish to see such support thru some sort of "base control" like ECP offers to be able use keygetys skies and unsung ( http://www.flashpoint1985.com/cgi-bin....y490368 ) at once ... much nicer if various types of sky apears over loong mission ... all what will be need are some variables to align them to weather events in ECP etc. just imagine it Share this post Link to post Share on other sites
ixnay 1 Posted January 24, 2004 Because ECP also touch weather i got small idea ...we know about sky addons ... what about ability to "swap" between different skies ... i wish to see such support thru some sort of "base control" like ECP offers to be able use keygetys skies and unsung ( http://www.flashpoint1985.com/cgi-bin....y490368 ) at once ... much nicer if various types of sky apears over loong mission ... all what will be need are some variables to align them to weather events in ECP etc. just imagine it fantastic idea.... Share this post Link to post Share on other sites
Dwarden 1125 Posted January 24, 2004 any chance for another beta release this weekend? Share this post Link to post Share on other sites