zayfod 1 Posted November 14, 2003 Ok i got ECP1.02 and this time got DR too ( i must say i am not impressed with the M-16 sounds in DR Â Â ) .... Hi Acecombat, the weapon sounds are, and always have been, on the "to do" list, we are still beta remember You can look forward to further sound updates in next release. Zay Share this post Link to post Share on other sites
Baphomet 0 Posted November 14, 2003 There's only one thing in there that remotely interests me and that's the damn tail rotor failure script. All the rest of that stuff I could care less about. Can someone rip the stuff done in that or just make a similar thing with just the tail rotor failure? Or maybe just a.. scaled down one that has only cpp and script modifications? -insert standard Baphomet complaint about ridiculously large file size- It's 17 megabytes zipped. Dammit. Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 14, 2003 If you couldn't care less go away, there has been tail rotor failure scripts available for years now. Go download one. Share this post Link to post Share on other sites
Baphomet 0 Posted November 14, 2003 Yes. But you've got to implement them in the unit editor. It's -not- the same. I have tried and halfway successfully imported vektorboson's into an addon I made however It was only if hit by something substantially explosive... (like a LAW) which defeats the purpose.. I couldn't quite manage to get it to execute under the criteria I wanted it to. Share this post Link to post Share on other sites
Baphomet 0 Posted November 14, 2003 Well maybe since it's open source I can make my own abridgement of the whole thing and take out what I don't want and use only what I like. At least that's what it said in the readme, so I'll hold them to that. I'm just wondering though, how do the effects hold out in multiplayer? I know the dynamic range pack used to have a habit of causing ungodly lag if the person was hosting a listen server. Share this post Link to post Share on other sites
zayfod 1 Posted November 14, 2003 Quote[/b] ]It's 17 megabytes zipped. Dammit. The (ECP beta 1.02) end user file size is 12.9 mb We will make every effort for further updates to be patches in smaller files sizes. All effects may be switched off so that only tail rotor is working. We thank the Opflash community for understanding that this is a developing beta and that changes are constantly being made during this stage. Zay (ECP team) Share this post Link to post Share on other sites
victorious 0 Posted November 14, 2003 hello everybody hey RED do you actually remeber this post forum? I saw your name in it, but whats really funny is that some of these things has really been made and most where calling the poor guy names at the time what did you think of him at the time and what do you think of his opinion now funny how things change huh that poor guy haha just for kicks and giggles Share this post Link to post Share on other sites
victorious 0 Posted November 14, 2003 opps i hyperlinked the second page of the forum Share this post Link to post Share on other sites
Lt_Damage 0 Posted November 15, 2003 Say no to drugs Share this post Link to post Share on other sites
benu 1 Posted November 15, 2003 Is it possible to change the ecp mod so that you can install it anywhere you like? Right now the problem seems to be the init_once.sqs in ecp_effects.pbo, which tries to load from an absolute path instead of a relative one: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ECP_settings_loaded = false ? !ECP_settings_loaded : [] exec "\@ECP\ECP_Settings.sqs" ECP_settings_loaded = true Share this post Link to post Share on other sites
RED 0 Posted November 15, 2003 hello everybody hey RED do you actually remeber this post forum? I saw your name in it, but whats really funny is that some of these things has really been made and most where calling the poor guy names at the time what did you think of him at the time and what do you think of his opinion now funny how things change huh that poor guy hahajust for kicks and giggles  I don't remember that to be honest, but yes it is quite ironic isn't it RED Share this post Link to post Share on other sites
RED 0 Posted November 15, 2003 Is it possible to change the ecp mod so that you can install it anywhere you like? Right now the problem seems to be the init_once.sqs in ecp_effects.pbo, which tries to load from an absolute path instead of a relative one:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ECP_settings_loaded = false ? !ECP_settings_loaded : [] exec "\@ECP\ECP_Settings.sqs" ECP_settings_loaded = true You would also need to change this in the config.cpp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // ECP - Effects 001 class EventHandlers { init="_this exec {\ECP_Effects\init.sqs}"; // init="_this exec {\@ECP\Addons\ECP_Effects\init.sqs}"; killed="[_this,{KILLED}] call ECP_EH_handler_killed" hit="[_this,{HIT}] call ECP_EH_handler_hit" fired="[_this,{FIRED}] call ECP_EH_handler_fired" }; The line in the init_once.sqs would also have to be changed. RED Share this post Link to post Share on other sites
benu 1 Posted November 15, 2003 Is it possible to change the ecp mod so that you can install it anywhere you like? Right now the problem seems to be the init_once.sqs in ecp_effects.pbo, which tries to load from an absolute path instead of a relative one:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ECP_settings_loaded = false ? !ECP_settings_loaded : [] exec "\@ECP\ECP_Settings.sqs" ECP_settings_loaded = true You would also need to change this in the config.cpp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // ECP - Effects 001 class EventHandlers { init="_this exec {\ECP_Effects\init.sqs}"; // init="_this exec {\@ECP\Addons\ECP_Effects\init.sqs}"; killed="[_this,{KILLED}] call ECP_EH_handler_killed" hit="[_this,{HIT}] call ECP_EH_handler_hit" fired="[_this,{FIRED}] call ECP_EH_handler_fired" }; The line in the init_once.sqs would also have to be changed. I do not see an absolute path there (except in the commented out line // init="_this exec {\@ECP\Addons\ECP_Effects\init.sqs}";). And i am not sure if that line is there in my version (1.02) at all. What i also had to change was the line for the ecp_blood_settings in the init_once.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ECP_blood_settings_loaded = false _doblood = true; if (format["%1",blood_internal_init_done] != "scalar bool array string 0xfcffffef") then {_doblood = false} ? !ECP_blood_settings_loaded && ECP_blood_enable && _doblood : [] exec "\@ECP\ECP_Blood_Settings.sqs" ECP_blood_settings_loaded = true It seems to work now, but i have just replaced one absolute path with another and it's not compatible with the official version now BTW: at backblast did never work for me, there is smoke but no damage All in all ecp is one of the best mods/addons ever Share this post Link to post Share on other sites
RED 0 Posted November 15, 2003 Quote[/b] ]BTW: at backblast did never work for me, there is smoke but no damage The backblast will take 2 shots to kill someone behind it. // init="_this exec {\@ECP\Addons\ECP_Effects\init.sqs}"; This must be uncommented if you want to use it with the encoded version. RED Share this post Link to post Share on other sites
benu 1 Posted November 15, 2003 Quote[/b] ]BTW: at backblast did never work for me, there is smoke but no damage The backblast will take 2 shots to kill someone behind it. I stood behind a guy firing lots of rpgs and did not notice any damage at all, even though i saw the smoke. Shouldn't i at least see damage textures (iirc damage ranged from 0.4-0.75)? I did not edit the ecp_settings.sqs (except turning off random weater). Is there a way to test for sure if this works? This will not work on ai troops, or will it? Quote[/b] ]// init="_this exec {\@ECP\Addons\ECP_Effects\init.sqs}"; This must be uncommented if you want to use it with the encoded version. You lost me here... encoded version?!? Share this post Link to post Share on other sites
Acecombat 0 Posted November 15, 2003 AT back blast works for me in 1.02 and damage too whenver i fire with a guy behind me he starts yelling INJURED Share this post Link to post Share on other sites
Raproboter 0 Posted November 15, 2003 really nice work! I can't find a working mirror for the ecp dr where can i download it? And how do I make the INQ mod working with this config? Share this post Link to post Share on other sites
Baron von Beer 0 Posted November 15, 2003 Hmm, using 1.02 now, and still have some units not displaying blood effects. All the Tonal Island set (Civilian, West (gov) and East (Reb & Militia). Initial release, it was these, and the latest BAS pilots. Now, it's just the Islanders. Is there a file I can manually enter an array with all the OPFOR unit classes that would tag them to use the Blood effects? (OR something much much simpler that I have overlooked?) Thanks for any help! Share this post Link to post Share on other sites
Baphomet 0 Posted November 16, 2003 I've had a chance to fiddle around with ECP some and it's really not as bad as I thought. My ECP folder is a total of 0.98 mb and I only added the grenades and the effects and disabled the other stuff I didn't want via the sqs settings files. That in itself was a great idea. I especially liked the fact that you could tweak the finer aspects of the effects. The only thing I can hope for this is perhaps support for BAS vehicle scripts such as the ones on MH-47 and the like. If only because it'd make using them in multiplayer a one-click affair. Which although isn't necessary it's very convenient. Can't say I'm terribly keen on merging this with the explosion mod. I think the reverse should happen. Goldmember should be given permission to build his explosion mod off the ECP for those fans of his work. Share this post Link to post Share on other sites
munger 25 Posted November 16, 2003 Can't say I'm terribly keen on merging this with the explosion mod. I think the reverse should happen. Goldmember should be given permission to build his explosion mod off the ECP for those fans of his work. GM doesn't need permission as the ECP is open source so anyone can do anything they want with it and release their own version, giving due credit of course. My idea for a good system would be for GM to add his new explosion mod releases to the existing ECP code, and then when a new version of the ECP comes out he just adds his new versions to that instead. This way you get the most up-to-date explosion mod with the most up-to-date ECP with no waiting period. The only thing that needs querying is whether GM wants to do this and if so, how easy it is to do. Share this post Link to post Share on other sites
Baphomet 0 Posted November 16, 2003 One thing I've noticed about the tailrotor failure script which seems to suffer from the same fault as my own attempt at incorporating it into an addon is the fact that it only seems to acknowledge a hit of any kind if it's explosive. For some reason the tailrotor thing won't execute from simple small arms fire. Which is really disappointing, since with anything bigger than that you run at least a 70% chance of getting shot to death before you can actually pile out of the crashlanded chopper. Is that just a thing that can't be modified or what? Share this post Link to post Share on other sites
RED 0 Posted November 16, 2003 One thing I've noticed about the tailrotor failure script which seems to suffer from the same fault as my own attempt at incorporating it into an addon is the fact that it only seems to acknowledge a hit of any kind if it's explosive. For some reason the tailrotor thing won't execute from simple small arms fire. Which is really disappointing, since with anything bigger than that you run at least a 70% chance of getting shot to death before you can actually pile out of the crashlanded chopper. Is that just a thing that can't be modified or what? If you use the dammaged eventhanlder then it will only register explosive hits. We didn't use this eventhanlder, you can start the script by shooting it with small arms. RED Share this post Link to post Share on other sites
digitalcenturion 20 Posted November 16, 2003 Can anyone tell me what the anim.pbo in ECP does? What does it change? Share this post Link to post Share on other sites
RED 0 Posted November 16, 2003 It changes the intro cutscenes, you will notice when you load it up. RED Share this post Link to post Share on other sites
Acecombat 0 Posted November 16, 2003 Why havent you guys made new anims for other islands like Nogova and Everon and Malden i only se that youve made anims for Desert Island.. Share this post Link to post Share on other sites