snYpir 0 Posted November 18, 2003 Hi all. A few of us have got together at OFPEC and built the ECP (Enhanced Configuration Project): http://www.ofpec.com/editors/ecfg/index.php There have been a few problems with custom addons not working, and this is because of the way that the EventHandler class is handled by subclasses. If you define a new class with an eventhandler, say MyBoat, as follows: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class MyBoat : Ship { class EventHandlers { fired="hint {bang!}"; } } And then you define a subclass, with some other eventhandler: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class MyBoat2 : MyBoat { class EventHandlers { hit="hint {ouch!}"; } } The initial fired eventhandler will not be inherited by the subclass (it is replaced with the new definition). Now the ECP defines an eventhandlers superclass called ECP_EventHandlers. To get your addon to work with ECP events you will have to do this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ECP_EventHandlers {}; class cfgVehicles { class MyBoat : Ship { class EventHandlers : ECP_EventHandlers { fired="hint {bang!}"; } } } Now my question is this: would addon makers mind supporting ECP in this fashion? The addon will work without or without the ECP being present, and all ECP effects would work on the addon in question (except for those that launch with the fired EH, in the case of our boat here for example). Thoughts? Note that this will work from version 1.04, the current version 1.03. Share this post Link to post Share on other sites
hardrock 1 Posted November 18, 2003 I would like to support this, but I actually don't know which features that would be since I didn't download ECP yet (I think it was too large for me, 56k ) but for sure I will do that later would you mind to give me a short overview which features would be called by this Eventhandlers, only very generally? I know "read the other thread" but it's very long, how many pages, 12?  Maybe PM me  Hardrock Share this post Link to post Share on other sites
Guest Posted November 19, 2003 Where does the top class lie? Quote[/b] ]class ECP_EventHandlers {}; It is before the cfgVehicles start....so I'm assuming it's an entry in cfgModels......maybe? Share this post Link to post Share on other sites
Wilco 944 Posted November 19, 2003 Anything about animations? Share this post Link to post Share on other sites
BraTTy 0 Posted November 19, 2003 You can create your own eventhandler class? You are a genius , that means it wouldn't be overwriting the eventhandler for each cfgvehicles And to answer the question as to where it goes is: Yes still in cfgvehicles like you add the eventhandlers Share this post Link to post Share on other sites
snYpir 0 Posted November 19, 2003 Bascially, if your addon doesn't use any eventhandlers, the following effects will be automatically enabled: [*] Blood [*] Explosion effects [*] Burning vehicles [*] Bullet whizzes [*] Anti-tank weapon backblast And a bunch of other stuff... That link above has the full listing, and more are added all the time. If your addon defines it's own EH, then none of the above will be availble unless you do: class EventHandlers : ECP_EventHandlers { etc. You would put in 'class ECP_EventHanders {};' just before the 'class CfgVehicles' line in your config.cpp. Ie it doesn't go inside any other class. And then you'd put 'class EventHandlers : ECP_EventHandlers' actually in your vehicle class definition. Share this post Link to post Share on other sites
snYpir 0 Posted November 19, 2003 Anything about animations? We will be adding new animations, all in good time Share this post Link to post Share on other sites
whisperFFW06 0 Posted November 19, 2003 I can't see anything wrong with the way you described it, snYpir. It doesn't affect addons in any way, it's only a single line, in fact, why would any1 refuse? Gotta pass the info to our cpp guys so that new and updated addons will include this. Thanks for the tip. BTW, is there any other general info like this permitting more "sharing" and standardization amongst addons? Ho! And is it possible to suscribes ideas to ECP? Just ideas, or implementations if done, or whatever could help you. Share this post Link to post Share on other sites
snYpir 0 Posted November 20, 2003 As per the ECP page, we are fully open source. The 'how to build your own mod with the ECP as a backbone' tutorial is still to come. We welcome ideas, scripts, and even critics ;D We are all about trying to push the game to its maximum potential, so please email me if you have ideas. Suggestions as to how to implement ideas would also be very welcome Share this post Link to post Share on other sites
4 IN 1 0 Posted November 20, 2003 hum........i would see if i could make the guys who is working on the PLA addons to make it ECP, anyway will wait till the final release version is out....... Share this post Link to post Share on other sites