General Barron 0 Posted April 25, 2004 Put it in your BIN folder, not in any of the sub-folders in there. It should work fine after that. Are you sure you have the DR version installed? Check in your @ECP/addons folder: you should have an addon called "DynamicRange.pbo", along with the addons like "ECP_DR_extra_sound.pbo", "ECP_DR_extra_sound_2.pbo", "ECP_DR_extra_sound_3.pbo" Share this post Link to post Share on other sites
Commando84 0 Posted April 27, 2004 I got all those files , and i have always had them well i wonder if i have to use the developer version of ecp and not the regular one on the site? Share this post Link to post Share on other sites
Commando84 0 Posted April 27, 2004 okay i got the latest 1.071 version of ecp + all dr addons but it still goes as silent as i wondered if my speakers where dead or something whats missing??? when i run without your config ofp works fine even with all my mod folders but when i use your config the sound is all dead... Share this post Link to post Share on other sites
void_false 1 Posted April 27, 2004 i suppose it is your local problem. try hitting your pc with hammer. it often helps. Share this post Link to post Share on other sites
Commando84 0 Posted April 27, 2004 i got the developer version of ecp now but it still gives me no sound at all anyone plz help me out... Share this post Link to post Share on other sites
General Barron 0 Posted April 27, 2004 I got all those files , and i have always had them  well i wonder if i have to use the developer version of ecp and not the regular one on the site? ... I got the developer version of ecp now but it still gives me no sound at all anyone plz help me out... Hmm.. afraid I can't tell you what your problem is. The latest dev version shouldn't be required, because the only changed files in that are the ecp_effects.pbo. I would say to just delete your whole ECP folder, redownload and reinstall the thing. Sux if you have a slow connection though. Share this post Link to post Share on other sites
leec 0 Posted May 19, 2004 I just scanned through the posts and noticed that no one mentioned about how this mod could be used as a cheat in certain multiplayer maps. As a matter of fact if you come on RN server and have ecp activated dont bother playing cause you wont. It is a good mod but it just has a flaw in it. If I missed a post about it being a cheat sorry. Share this post Link to post Share on other sites
General Barron 0 Posted May 19, 2004 I just scanned through the posts and noticed that no one mentioned about how this mod could be used as a cheat in certain multiplayer maps. As a matter of fact if you come on RN server and have ecp activated dont bother playing cause you wont. It is a good mod but it just has a flaw in it. If I missed a post about it being a cheat sorry. Are you talking about the ECP in general, or this specific version of the ECP config that I have posted here? Release versions of the ECP shouldn't have any problems with "cheating" online. Please let me know how you think it could be used to cheat. As for this ECP config; I'm not even sure how it would work in MP, if for example, on my client's config, it says that AI can see twice as well as on the server's config. Or how it would work with the wobble... I'm not very well versed on MP editing/config, so if you could enlighten me, it would be much appreciated Share this post Link to post Share on other sites
benu 1 Posted May 19, 2004 I wouldn't bother about the cheating issue too much, as there are other and more effective ways for people that want to cheat than to use ecp. There will be servers who will allow it and some who won't, and you can always use it in sp anyway. Share this post Link to post Share on other sites
Hawkins 8 Posted May 19, 2004 Just gave this a quick thril at the editor. It was great. At last I can hear the enemy coming even if I don't see him. I think this should be added to the ECP if possible. It's a great add, at least for me. I'm a hardcore 'Nam player and it's always great and even spooky to hear the enemy but not seeing him. A great addition, I like it. I'll play more with this tomorrow. Share this post Link to post Share on other sites
kozlice 0 Posted May 29, 2004 (caution! Bad enghlish speaker)  Good!  especially the 'wobble' effect. I have disapointed  unrealistic OFP' accuracy. I know some moders applyed high dispersion. But in my opinion, In real rife, accuracy is the matter of 'wobble' better than high dispersion. The morthern smallarms is very accurate. But Aiming is difficult. High dispersion is not suitable approach for realism. I'm using your config, But I think it's still too accurate. And i need your help. i edited your config.bin But i'v got problem converting config.ccp to config.bin. The utillity 'cpp2bin' is not works. i aways got error message. Any suggestion? (Is The ccp2bin utill only works for ver1.46?) Share this post Link to post Share on other sites
void_false 1 Posted May 29, 2004 i'm supporting you, kozlishe! Share this post Link to post Share on other sites
bakubaku 0 Posted May 10, 2005 I extract config.bin using unpbo ver. 1.3 to convert config.bin to config.cpp Then, I want to convert it back to config.bin using cpp2bin.exe but get an error "Error on property destroyFriendly - CfgExperience" So I am wondering what program do you use to config.bin -> config.cpp & config.cpp -> config.bin Can someone help please!? Share this post Link to post Share on other sites
Tomislav 0 Posted May 10, 2005 look into the thread you opened two things, your question would be better fit to A&M:D and never dig up old threads as long as it is not important for this thread looks like a close soon Share this post Link to post Share on other sites
hellfish6 7 Posted May 10, 2005 I'll leave this open, but close the other thread. Share this post Link to post Share on other sites
Tomislav 0 Posted May 10, 2005 Sorry about it. np, next time you know Share this post Link to post Share on other sites
void_false 1 Posted May 10, 2005 Hm... I think we should discuss this topic on ECP forum. Thanks for digging up the thread. Share this post Link to post Share on other sites
Oeil2Lynx 0 Posted May 10, 2005 @ Bakubaku make sure your config.cpp starts with Quote[/b] ]#define manposnoweapon 11#define manactturnr 3 #define manactwalklf 12 #define manactwalkr 15 #define manactslowl 22 #define manactmedic 56 #define cpcommander 2 #define manposhandgunstand 9 #define manactthrowgrenade 10 #define manactladderoff 60 #define destructengine 2 #define manposcrouch 6 #define manactreloadmortar 9 #define manactslowrb 25 #define manactfastb 34 #define manactjumpoff 48 #define manactsitdown 51 #define manacttakeflag 67 #define manactn 69 #define destructdefault 6 #define manactreloadmgun 7 #define manactwalkf 11 #define manactwalkrf 13 #define manactslowlf 20 #define manactfastr 31 #define manactbinocoff 54 #define destructtree 3 #define destructtent 4 #define manposhandgunlying 5 #define manposhandguncrouch 7 #define manposbinocstand 13 #define manactstop 0 #define manactladderofftop 61 #define manactgetouttank 66 #define manposdead 0 #define manposcombat 8 #define manactslowb 26 #define manactfastlb 32 #define manactweaponoff 46 #define manactstrokefist 49 #define manactladderondown 58 #define unitinfocar 2 #define manactslowrf 21 #define manactslowr 23 #define manactfastf 27 #define manactdefault 47 #define destructno 0 #define unitinfoship 3 #define unitinfohelicopter 5 #define cpcargo 3 #define manposbinoclying 2 #define manposstand 10 #define manactreloadat 8 #define unitinfosoldier 0 #define manposweapon 1 #define manactfastrb 33 #define manactcrouch 40 #define manacthandgunon 68 #define manactturnl 2 #define manactwalkl 14 #define manactslowf 19 #define manactfastlf 28 #define manactcivil 41 #define manactladderoffbottom 62 #define manposlying 4 #define manactturnrrelaxed 5 #define manactstand 38 #define unitinfotank 1 #define manactreloadmagazine 6 #define manactwalklb 16 #define manactdown 35 #define manactcombat 39 #define manactcivillying 42 #define manactfirenotpossible 43 #define manactstrokegun 50 #define manactsalute 52 #define manactputdown 55 #define manposlyingnoweapon 3 #define manposbinoc 12 #define manactfastrf 29 #define manactfastl 30 #define manactup 36 #define manactdie 44 #define manacttreated 57 #define manactgetincar 63 #define manactgetoutcar 64 #define manactgetintank 65 #define destructman 5 #define unitinfoairplane 4 #define cpgunner 1 #define manactstoprelaxed 1 #define manactturnlrelaxed 4 #define manactlying 37 #define manactbinocon 53 #define cpdriver 0 #define manactwalkrb 17 #define manactwalkb 18 #define manactslowlb 24 #define manactweaponon 45 #define manactladderonup 59 #define destructbuilding 1 Share this post Link to post Share on other sites
rowdied 44 Posted May 11, 2005 Bakubaku I had the same problem. Use COC's binview.exe to open and export as cpp and then use cpp2bin.exe to convert back to bin. The program you are using has trouble reading some of the numbers, such as experience, and makes new longer replacements which is causing your problem. find them here http://www.downloads.thechainofcommand.net/utilities.htm http://www.ofpec.com/editors/browse.php?browsewhat=3&category=3_2 Share this post Link to post Share on other sites
bakubaku 0 Posted May 11, 2005 Thanks you all! You guys are being really helpful. I think I get it working after using binview to extract the .cpp file. Share this post Link to post Share on other sites