Jump to content
Sign in to follow this  
General Barron

Test ecp config

Recommended Posts

Quote[/b] ]For us lazy people have you guys made a new config with the aimprecision adjusted?

I'm putting some finishing touches on an updated version, which includes the modified aimprecision values. I should have it posted by tomorrow. smile_o.gif

Sweet. Can't wait! This is one of those revolutionary changes which affects the whole game and only happens once in a blue moon. smile_o.gif

Is there any progress on the ECP generally? I'm still dribbling at the thought of some of the things RED said he was implementing a while back. tounge_o.gif

Share this post


Link to post
Share on other sites

Munger, spill biggrin_o.gif

ECP is great exept its difficult sometimes, like when u try and apply the bloody to units that are inside vehicles, the game locks up for about 2 hours.

I wish there was some way you could "trigger" the tail failure on a chopper.

and it needs grenades like lib 1941 demo biggrin_o.gif

-ZiRo

Share this post


Link to post
Share on other sites

Urg.. I'm having some troubles with other things in my next version, but I do have a version that is the same as the one posted here, but with aimprecision values adjusted. I'll put it up later this evening when I get home.

As for the future of ECP, we've got a bunch of improvements in the works. Some of which includes:

smile_o.gifA fix to the savegame bug!!! Well... hopefully. Its looking about 90% certain that Komuna has a fix for this, but he is still testing it. But this is going to involve changing all of our global variables into slots in arrays, which is going to be a very big task.

smile_o.gifA visual settings.sqs editor, by yours truly biggrin_o.gif. Instead of editing the settings.sqs file 'by hand' (i.e. using notepad), the program gives you nifty little fields to type into, things to click on, etc. I've finished a working version of the program, and now I just have to beautify the ugly little thing, and test it for bugs.

smile_o.gifA new config(s). We are going to make a config that replaces the BIS models with some nicer 3rd party ones, for starters. Also we are going to throw in some real changes to the game, that aren't just looks. That is what I'm working on here. I will keep updating this config with more changes, such as the aimprecision we are discussing.

smile_o.gifLots more cool stuff. I'll leave it at that.

@ZiRo,

I appreciate your suggestions, and I would like you to explain them a little more. However, I don't want you to do it here :P. Please post over in the super-long ECP thread on this same board. That is where suggestions for the ECP in general should go; right here I mainly want to discuss this specific config I'm working on smile_o.gif

Share this post


Link to post
Share on other sites

Do you think the aim precision mod hurts the ai more than it hurts you? Or is the detriment to you as much as it is to them? I guess I'll try it out tonight and see.

Share this post


Link to post
Share on other sites

Okay, here it is for those of you waiting for it: a new version of the config with increased 'aimprecision' values! For reference, here are the default values for each shooting position, and what I changed them to. Higher value = more wobble. I changed them to what seems realistic to me, from my limited experience.

COMBAT (standing rifle)

default: 1          new: 6.5

CROUCHED

default: 0.5        new: 3.5

PRONE

default: 0.3        new: 2

AT WEAPON

default: 0.5        new: 4

HAND GUN STANDING

default: 1           new: 9

HAND GUN CROUCHED

default: 1           new: 5

HAND GUN PRONE

default: 1           new: 3.5

The link is the same one, on the first post.

BTW, has anyone else been getting errors in parts of missions that are supposed to be cutscenes? I get a scripting error, which I didn't write down, whenever a mission tries to use a camera. rock.gif I'll look into it more.

Share this post


Link to post
Share on other sites

Good job on this new config Gen.Barron, very similar to FDF smile_o.gif

Although in my opinion I think the values are just a little bit too high, but i suppose its a question of getting the hang of it.

Share this post


Link to post
Share on other sites

Yeah! it is like FDF now tounge_o.gif

But i noticed strange think that hapened to AI. They fire not so fast but more accurate. i played Steal The Car mission and AI wasnt shooting by bursts but single shots. And so accurete that i was falling breathless after first shot. Is it only me get this or others too? rock.gif

Share this post


Link to post
Share on other sites

Cool, downloading now. smile_o.gif

Will report back with my thoughts on it. I think it would be best if someone with a lot of real rifle/handgun firing experience tested it though.

Share this post


Link to post
Share on other sites

Okay I just tested it with various weapons and overall I think it's pretty much spot on. Any higher and it would become a nightmare trying to hit anything from range. Also, high magnification scopes would be useless as the shake would seem massively amplified. I still think it would be best to get someone with lots of real shooting experience to test it for realism though.

As regards AI, I first tried a medium skill default East soldier shooting at me whilst I was running from about 100m away. He did seem to have a knack for nailing me with relatively few bursts (and he did use bursts and not single shots as void_false experienced). I then set his skill to the minimum and he couldn't hit me at all. I could literally run full pelt right at him whilst he was prone and he had to loose of a whole magazine to hit me from even 70m! After that I ramped his skill to the max and he turned into a John Matrix SAS Delta Force badass who could drop me with a single burst from 150m within half a second of me clicking Preview. It almost as if the AI skill range has been widened with the new values, which IMO is excellent as it gives mission makers the ability to more closely depict anything from panicing raw recruits to grizzled vets with cigars between their teeth.

Great work! smile_o.gif

Share this post


Link to post
Share on other sites
COMBAT (standing rifle)

default: 1          new: 6.5

CROUCHED

default: 0.5        new: 3.5

PRONE

default: 0.3        new: 2

AT WEAPON

default: 0.5        new: 4

HAND GUN STANDING

default: 1           new: 9

HAND GUN CROUCHED

default: 1           new: 5

HAND GUN PRONE

default: 1           new: 3.5

Those values are very high, if i had been so inaccurate with the HK G36 at the Bundeswehr (German Army) i'd never hit anything ! So my suggestion would be to use a little bit lower values as this seams a bit unrealistic. wink_o.gif

Share this post


Link to post
Share on other sites

I would like to see them a little bit lower, for noobs sakes.

Would it be possible for you to post a config that isnt from ECP but uses those settings? e.g default BIS config.bin

-ZiRo

Share this post


Link to post
Share on other sites

Starting OFPR 1.96 with this config.bin i get first error popup with "No entry `config.bin.CfgAddons`.

then ingame after loading menu i get ingame error window saying "config.bin.CfgAddons/All.TransportMaxVehicles"

and ECP config not starts at all ...

what's wrong, i use normal ECP mod folder and used last ECP versions (both final and dev) fine ...

Share this post


Link to post
Share on other sites

Dwarden,

if I'm not mistaken, I believe that he is using the Dynamic Range pack with this config. Make sure you have those addons in your @ECP addons folder.

Just a guess / suggestion.

Share this post


Link to post
Share on other sites

I haven't tried this config - I have my own and have been using suggestions from multiple threads for tweaking. The latest tweaks I made were for the aimprecision you guys pointed out above (great improvement - thanks).

Anyway, the other thing I messed with recently was the airateoffire= line. Most soldiers are set at 5.0. Well lowering that number makes them shoot more often. I messed with it and lowered most of the normal soldiers to 2 or 2.5 (play with it to get something you like). For the machine gunner - lowering it to .2 (I think, I'm at work so I can't check), made them vicious. I increased their dispersion to compensate for the increased rate of fire. Now they burn through their ammo making a wall of lead. Its awesome and makes the machine gunners something to fear - instead of being an inaccurate rifleman with lots of ammo. I also had to mess with the machine gun's recoil to get them to be less deadly - again I dont' have the settings with me. The only problem is that the machine gun is hard to use now by a player - at least for picking someone off down range (not a problem for me, because I rarely play mgunner). But the AI will definately make use of the weapon the way it is intended.

Share this post


Link to post
Share on other sites

Awhile back, I was playing around and made an "UBer-addon" which just an M60 only with stupid settings like 50,000 round ammo clips, and 20,000 RPM rate of fire, and played with the airateoffire too. I notice the same things. Lowering the values of the airateoffire seemed to make them fire their weapons more often. This might be something to check out - though I'm not sure if it would really be a good thing to change.

Share this post


Link to post
Share on other sites

Sounds good!

I just played this config on one of my deathmatch missions against the AI and the results were intense. Before, when I played, the team that I was on would crush the other team. I would personally account for half of the kills. Now I've p;ayed it 5 times on each side ans I HAVEN"T WON ONCE! Wow! There is not an inkling of a feeling that the AI is cheating: they just fight better. I alo didn't change their skill levels either. If they spot you they start unloading on you. Stay in the same spot and the grenades will come.

Excellent work. I would only suggest that the footsteps, etc. come down a spot in volume. Also, is it possible to add yells and screams to the soldiers with this?

--Ben

Share this post


Link to post
Share on other sites

Nice work General Baron

Some things ECP is missing though.

Wargames addon pack has those - backpacks and beautiful - clear night vision most importantly. ( night missions are worth playing) in WG 4.10

Additionally there are the extra units and configs WG has over and above ECP.

They are missing the new "wobble" feature however and i think this is a important breakthrough as high dispersion was a bit of a cheap nasty way of doing things?

BTW any one tried a fight with HD and wobble lol

ANy chance ECP groups would work with other groups?

Maybe u two groups - WG and ECP should get together??

The WG crew are planning a complete overhaul and all BIS units will be properly configed to the WG format.

Its what ECP needs to do to a certain extent.

I just want to say i think what you are doing is great.

Its just a pity all u different groups dont get together to make one format - all would benefit.

Cheers

Keep up the good work

Share this post


Link to post
Share on other sites
Quote[/b] ]Wargames addon pack has those - backpacks and beautiful - clear night vision most importantly. ( night missions are worth playing) in WG 4.10

This is wery unrealistic. BIS made their NVG right as IRL.

Share this post


Link to post
Share on other sites

ram memory and a faster processor makes your ofp experience very good in both multiplayer and in demanding SP missions biggrin_o.gif i good a crappy geforce 2 mx card but i can run ofp so good because i have 512 mb in ram memory, and a 2.0 ghz amd xp processor. i wonder how good ofp would run with a 4.0 processor and like 1 gig of ram memory? wow_o.gif

and maybe a geforce 4. But one thing i also learnt is that ATI cards can be very bad... the config sounds like a real cool stuff.

Share this post


Link to post
Share on other sites
Quote[/b] ]Those values are very high, if i had been so inaccurate with the HK G36 at the Bundeswehr (German Army) i'd never hit anything ! So my suggestion would be to use a little bit lower values as this seams a bit unrealistic.

I purposely put the values a wee bit higher than what seemed right to me. Most of my experience with an m16/m240g/pistol/whatever has been on a range, with no flak, kevlar, MOLLE gear, etc on, which makes it considerably easier to shoot. I will check them out again though, and revise them.

Quote[/b] ]Anyway, the other thing I messed with recently was the airateoffire= line.... I messed with it and lowered most of the normal soldiers to 2 or 2.5 (play with it to get something you like). For the machine gunner - lowering it to .2 (I think, I'm at work so I can't check), made them vicious.

This is something I'll be sure to look into. However, machine gunners should really be shooting in long bursts ("die mutherfuckers die..... die mutherfuckers die..... die mutherfuckers die....."). The best solution may be to add a 'burst' setting to MGs and make the AI use that, in addition to your suggestions (try RED's Weapons addon for an example).

I am DEFINATELY going to change the AI ROF for PISTOLS though. I can't stand how they use those things like little machine guns all the time crazy_o.gif.

Quote[/b] ]Would it be possible for you to post a config that isnt from ECP but uses those settings? e.g default BIS config.bin

Yeah, if you give me a default BIS config.cpp that I can edit. But you should really try the ECP smile_o.gif.

Quote[/b] ] I would only suggest that the footsteps, etc. come down a spot in volume. Also, is it possible to add yells and screams to the soldiers with this?

Something is missing.... backpacks and beautiful - clear night vision most importantly.

I'm revising the footstep's volume levels. As for the yells and screams... it is coming soon, but not from me smile_o.gif .

Clear NVGs will definately be included in the ECP soon, but personally I don't know how to do it. I totally agree that the BIS ones are extremely frustrating to use, and look nothing like the NVGs I've used. Maybe I'll ask the WG team how to improve them.

Backpacks are something I'll have to look into. Haven't used any except that first unfinished one that came out a long time ago; so I'll have to check how WG does theirs.

Share this post


Link to post
Share on other sites

Does anybody know what the accuracy line is on the tanks in the config.bin file?

For example within the t80's section it says

accuracy=0.500000;

Has anybody played with this setting to make tanks a little less accurate?

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×