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ECP 1.085 Released!

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OK I have read all the read me files on the explosion issue an have changed settings in the settings.sqf file but nothing seems to change at all it only responds to in game settings for example I also tried to change the chopper dust settings but it doe not happen unless i change it in game so what am I doing wrong is the file in the right place? please test it out yourself and tell me what you did to change it if it works. I cant get it to work for some reason the in game setting still reads 300m on the effect distance tab no matter what I change in the setting.sqf thanks

Of course it isn't changed. I believe you've just altered the values. If you read the "ECP_Settings.sqf" instructions, you'll notice that the values presented are loaded by default and, in order to override them, you need to uncomment the lines you've changed.

I omitted that step because I thought you knew - my fault, then:

You must remove the double slash - "//" - from the code, so that

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//ECP_local set [<index>,<value>];

becomes

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ECP_local set [<index>,<value>];

My "ECP_Settings.sqf" has many modifications and all work fine. wink_o.gif

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just a small question, i want to make some units compatible with ECP, but they have already got an init eventhandler defined, i have looked through the read-me but still cant seem to manage it. I need to know what needs to be added to my init eventhandler to make it all work (chatting and bleeding and all the other goodies)

class EventHandlers : ECP_Eventhandlers

{

Init="[_this select 0] exec ""\BSF_infantry\scripts\init_soldier.sqs"";";

};

this is driving me nuts  banghead.gif please help

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Hey again ...

I don´t find the 7 setting for thr different nightgoogle ?

THX

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Hey again ...

I don´t find the  7 setting for thr different nightgoogle ?

THX

At the top in \@ecp\bin\config.cpp.

Read the readme wink_o.gif

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just a small question, i want to make some units compatible with ECP, but they have already got an init eventhandler defined, i have looked through the read-me but still cant seem to manage it.
Looking at the "Making ECP compatible addons" section in the ECP readme I'm puzzled at how you could possibly have failed to accomplish this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers : ECP_Eventhandlers

{

init="_this call (ECP_resources select 40);_this exec""\BSF_infantry\scripts\init_soldier.sqs""";

};but there you have it. That solution is equivalent to

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class EventHandlers : ECP_Eventhandlers

{

init="_this call ECP_EH_handler_init;_this exec""\BSF_infantry\scripts\init_soldier.sqs""";

};which will get you backwards compatibility with older ECP versions.

PS. Before anyone comments on my replacing "[_this select 0]" with "_this", just hold that desire to be witty and think it through. Thorougly. wink_o.gif

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I guess this a sort of a request. I understand there are some addons already ECP friendly. But was wondering if there could be and ECP friendly addon-section or method of tagging missions (icons etc). I have tried ECP 1085 in MP briefly and again would like to somehow have at my "lazy" finger tips. ECP friendly MP "Co-Op" missions. For me its the CO-OP that is one big plus the aging OFP and not so aged ECP going for it. CO-OP in BF2 is mayhem

I realise anything stock standard is OK to run in ECP. Was wondering though if we could somehow refine things somewhat. Perhaps I am woofing up the wrong tree, but it maybe something the OFPEC may wish to consider.

smile_o.gifsmile_o.gif

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Anyone tried firing an RPG? Does it really have that pinpoint accuracy?

AI accuracy is, in fact, considerably worse. But they know a lot more about you.

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whats the sensitivity of the units anyway?

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Edit

By the way, such CTD occurs not only with barrels but also any object derived from "Thing" parent class.

Verified indeed,

the issue seems to stem from child classes to "thing" objects.

referring to the readme

Quote[/b] ]

ECP system functions

<list of units> call (ECP_resources select 30)

This function, ECP_addUnits, will add <list of units> to the ECP in a particular mission. It is designed to be used in a trigger with the following characteristics:

- Size: 50000 x 50000 (as big as the entire map)

- Activation: Anybody (Once) when 'Present'

- Condition: this

- On Activation: thislist call (ECP_resources select 30)

the above is now out of date

To stop a ctd when using the above method to apply ECP evenhandlers to third party NON ECP compliant addons please do the following.

Quote[/b] ]

ECP system functions

<list of units> call (ECP_resources select 30)

This function, ECP_addUnits, will add <list of units> to the ECP in a particular mission. It is designed to be used in a trigger with the following characteristics:

- Size: 50000 x 50000 (as big as the entire map)

- Activation: Anybody (Once) when 'Present'

- Condition: this

- On Activation: {if ("thing" counttype [_x] == 0) then {[_x] call (ECP_resources select 30) }} foreach thislist

Please everyone consider this as a hot fix for map makers. Will update the readme asap.

Another "HotFix" my experiences show that You also should exclude "logic" from this method. When you add EH to Logic class the game crashes.

About sabot - maybe You could possibly add the sparks in "hit" EH. It looks really cool, especially with M2A2's 20mm. cannon when the bright, white sparks SHOULD actually be flying (seen many times on Discovery).

You could also add dust rising from the ground in front of a tank when firing main gun.

Also Can You inconrporate some good tracers? At least for standard tank and M2 bullets? (usually when playing tanki simulations I can see the tracer when firing at long distances - it is helpfull). There is a hardcoded particle creation limit in OFP so I don't think that You can exceed cpu's capacity with just 20-30 more - if it gets too laggy the engine cuts their number.

Anyway the additional option can allways be disabled and thus Lag reduced. And tank cannon is not fired so often.

The Ai is more accurate if You used Reveal command. Reveal causes Ai to discover EXACT properties, type, velocity and position of enemy, so it can - for a moment - fire even beyond its actual range of view. Usually Ai ing game needs time and observation to be able to fire.

This cannot be helped I guess.

RPG became long range artilery :O.

According to my little "Polish Military Equipment" book i got;):

RPG2:

Quote[/b] ][.....]It is desingedfor fighting armoured targets and destruction of lightdefensive works at distances to m150m.[.....]Muzzle velocity 84m/s [explains the range and accuracy][.....]It is opperated by two soldiers[One is carrying ammo]

RPG7:

Quote[/b] ]It is densigned for[....] up to 500m.[....]The task of the rocket engine is to increase the shell speed from 120m/s (muzzle velocity) to 300m/s(at the end of engine operation)

The RPG7 has two stage propulsion if I'm not mistaken. It is fin-stabilized, but at 500m. hitting a tank does require good sniping skills, especially as the bullet is subsonic and rather has a hi-bow trajectory.

HOWEVER the 500m. shouldn't be treated seriously as You'll hardly ever see a target big enought so You can hit it , worth of effort and statical (moving target will be too hard.

The AK is told to be accurate and effective up to 1500m., while M1 rifle and bolt action rifles of WW2 were supposed to be accurate up to 3000 and 5000m. The military evaluations allways need to be scaled down as no soldier is good enought to use even 50% of possibilities a gun has to offer when fired from a mount.

And OFP's Ai is like a terminator. It can place mu;ltiple shots in my body with the first burst from 300m. with ak47 :O.

Ok we went a bit offtopic, sorry. tounge2.gif

Maybe increasing AiDispersion settings for weapons will make Ai less skillful with the RPGs?

Quote[/b] ]kjkjkjk8ya.jpg
rofl.gif And the squad crawls all the time afterwards. Anyways disabling options might sometimes help in campaign. It is good that You've thought about it.

More people experienced problems with Ai vehicles. They don't seem to keep correct distances and don't breake to avoid collisions. It is hard to belive ECP has nothing to do wit it. As far as I know this is defined in config.

Now I've been making a Leopard2A2 addon. I got it to use ECP functions, yet cannot get the gun flash effect to work. How to implement all the cute artilery effects (it uses its own weapons and ammo)?

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@Shadow

Oh Sorry !

I don´t put my Fingers into .cpp Files thats because i read it not .... huh.gif

MCPXXL

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@ Aug. 01 2005,15:13)]
Edit

By the way, such CTD occurs not only with barrels but also any object derived from "Thing" parent class.

Verified indeed,

the issue seems to stem from child classes to "thing" objects.

referring to the readme

Quote[/b] ]

ECP system functions

<list of units> call (ECP_resources select 30)

This function, ECP_addUnits, will add <list of units> to the ECP in a particular mission. It is designed to be used in a trigger with the following characteristics:

- Size: 50000 x 50000 (as big as the entire map)

- Activation: Anybody (Once) when 'Present'

- Condition: this

- On Activation: thislist call (ECP_resources select 30)

the above is now out of date

To stop a ctd when using the above method to apply ECP evenhandlers to third party NON ECP compliant addons please do the following.

Quote[/b] ]

ECP system functions

<list of units> call (ECP_resources select 30)

This function, ECP_addUnits, will add <list of units> to the ECP in a particular mission. It is designed to be used in a trigger with the following characteristics:

- Size: 50000 x 50000 (as big as the entire map)

- Activation: Anybody (Once) when 'Present'

- Condition: this

- On Activation: {if ("thing" counttype [_x] == 0) then {[_x] call (ECP_resources select 30) }} foreach thislist

Please everyone consider this as a hot fix for map makers. Will update the readme asap.

Another "HotFix" my experiences show that You also should exclude "logic" from this method. When you add EH to Logic class the game crashes.

About sabot - maybe You could possibly add the sparks in "hit" EH. It looks really cool, especially with M2A2's 20mm. cannon when the bright, white sparks SHOULD actually be flying (seen many times on Discovery).

You could also add dust rising from the ground in front of a tank when firing main gun.

Also Can You inconrporate some good tracers? At least for standard tank and M2 bullets? (usually when playing tanki simulations I can see the tracer when firing at long distances - it is helpfull). There is a hardcoded particle creation limit in OFP so I don't think that You can exceed cpu's capacity with just 20-30 more - if it gets too laggy the engine cuts their number.

Anyway the additional option can allways be disabled and thus Lag reduced. And tank cannon is not fired so often.

The Ai is more accurate if You used Reveal command. Reveal causes Ai to discover EXACT properties, type, velocity and position of enemy, so it can - for a moment - fire even beyond its actual range of view. Usually Ai ing game needs time and observation to be able to fire.

This cannot be helped I guess.

RPG became long range artilery :O.

According to my little "Polish Military Equipment" book i got;):

RPG2:

Quote[/b] ][.....]It is desingedfor fighting armoured targets and destruction of lightdefensive works at distances to m150m.[.....]Muzzle velocity 84m/s [explains the range and accuracy][.....]It is opperated by two soldiers[One is carrying ammo]

RPG7:

Quote[/b] ]It is densigned for[....] up to 500m.[....]The task of the rocket engine is to increase the shell speed from 120m/s (muzzle velocity) to 300m/s(at the end of engine operation)

The RPG7 has two stage propulsion if I'm not mistaken. It is fin-stabilized, but at 500m. hitting a tank does require good sniping skills, especially as the bullet is subsonic and rather has a hi-bow trajectory.

HOWEVER the 500m. shouldn't be treated seriously as You'll hardly ever see a target big enought so You can hit it , worth of effort and statical (moving target will be too hard.

The AK is told to be accurate and effective up to 1500m., while M1 rifle and bolt action rifles of WW2 were supposed to be accurate up to 3000 and 5000m. The military evaluations allways need to be scaled down as no soldier is good enought to use even 50% of possibilities a gun has to offer when fired from a mount.

And OFP's Ai is like a terminator. It can place mu;ltiple shots in my body with the first burst from 300m. with ak47 :O.

Ok we went a bit offtopic, sorry. tounge2.gif

Maybe increasing AiDispersion settings for weapons will make Ai less skillful with the RPGs?

Quote[/b] ]kjkjkjk8ya.jpg
rofl.gif And the squad crawls all the time afterwards. Anyways disabling options might sometimes help in campaign. It is good that You've thought about it.

More people experienced problems with Ai vehicles. They don't seem to keep correct distances and don't breake to avoid collisions. It is hard to belive ECP has nothing to do wit it. As far as I know this is defined in config.

Now I've been making a Leopard2A2 addon. I got it to use ECP functions, yet cannot get the gun flash effect to work. How to implement all the cute artilery effects (it uses its own weapons and ammo)?

well simply put it this way:

when you become the target of a RPG, you would be safer then the fellows near you wink_o.gif

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I noticed when I try to change the settings in MP both the disabled and enabled text is showing and I cant tell if the effects are on or off. sad_o.gif

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I noticed when I try to change the settings in MP both the disabled and enabled text is showing and I cant tell if the effects are on or off. sad_o.gif

Hi mate,

next time could you try and get a screeny of it? Really need a screeny and more info to sort it out. wink_o.gif

also

1) Was the server a deddy or playable server?

2) was it win32 or Linux server ?

3)did the particular simulation/effect still work in game?

4) what happens when you close the gui then re-open the gui?

5)were you attempting to disable the effect or enable the effect?

We'll nab it one way or the other.

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After placing the needed "ECP-Server" logic in my Mission

the ECP Settings DIALOG on Client has disabeld a lot more then without this variable.

Server is Win32 + Fountain FIX

Another Question is:

Stay all the Files in the @ECP Server on Dedicated Server or do i have to copy .cpp into the Root of the Server where the server.exe stays ? ?

DSAI all OFF

Does this mean now the Server is handle it correct ?

Or do i have to uncomment all the Commentet Lines ?

The Problem by testing is ...what makes the Server and does he make it Right ....

And the last .. :-)

With my smal English i think to read out that i can activate Shell´s like the Normal Gun on Tanks and Helicopters ...

I made some settings in shell casing + tank_whiz like it sayed , but i don´t see it ... not in MP and not in SP

THX

MCPXXL

Once more excuse my bad english

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I really need some help with making my addons ECP compatible:

I inserted this in front of class CfgVehicles:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ECP_EventHandlers

{

Init=ECP_EH_INIT

Killed="_this call (ECP_resources select 42)"

Hit="_this call (ECP_resources select 43)"

Fired="_this call (ECP_resources select 41)"

IncomingMissile="_this call (ECP_resources select 44)"

getout="_this call (ECP_resources select 75)"

};

This is the CfgVehicles part:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class AB_Bodyguard: Civilian

{

side=2;

vehicleClass="Men";

weaponSlots="1 + 16 + 10* 256 + 2* 4096 + 2 + 4* 32";

model="\AB_men\bodyguard.p3d";

displayName="Bodyguard";

weapons[]={"Put","Throw","Ingram"};

magazines[]={"IngramMag","IngramMag","IngramMag","IngramMag"};

class EventHandlers : ECP_Eventhandlers

{

init="_this call ECP_EH_handler_init";

};

CIV_WOUNDS

};

It doesn't seem to work, they don't talk or cough or any other sound that come with ECP confused_o.gif

Same with cars or choppers, I don't have any radio chatter in them.

It would be really nice if someone could give me detailed explanation what to insert where in the config.

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Congrata's on all the hard work you must have put into this mod! But How come you guys get protection from any criticism

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How come you guys get protection from any criticism

Because they have goons!

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Congrata's on all the hard work you must have put into this mod! But How come you guys get protection from any criticism

Dont worry. They've been critisized tounge2.gif

But it's hard to critisize this..project? (Or mod, not sure tounge2.gif)

- Ben

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Warning warning!! Lil ol bit of criticism coming up! Well we get plenty of bangs and wizzes.However we're still playing with four year old units

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I noticed when I try to change the settings in MP both the disabled and enabled text is showing and I cant tell if the effects are on or off. sad_o.gif

Hi mate,

next time could you try and get a screeny of it? Really need a screeny and more info to sort it out. wink_o.gif

also

1) Was the server a deddy or playable server?

2) was it win32 or Linux server ?

3)did the particular simulation/effect still work in game?

4) what happens when you close the gui then re-open the gui?

5)were you attempting to disable the effect or enable the effect?

We'll nab it one way or the other.

1) Dedicated server

2) Win 32 (I think)

3) The only thing I noticed was that the timed grenades didnt work and the "pull pin" sound didnt come on.

4) When I tried closing and reopening the GUI I got some error and nothing happened. However I closed the map and reopened another one so I didnt close the gui and reopen it in the same mission.

5) I dont remember what I was trying to do, I think because the delayed grenades werent working I was going to turn them on.

The island was @ckropolis with Suchey USMC units.

dxdshot1123009015.jpg

I changed the island to everon with BIS units and everything worked fine.

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I really need some help with making my addons ECP compatible:
The ECP readme that you're supposed to read, tells you to do the following
Quote[/b] ]* One line above class CfgVehicles, add:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ECP_EventHandlers {};

But instead, you did this:
Quote[/b] ]I inserted this in front of class CfgVehicles:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ECP_EventHandlers

{

Init=ECP_EH_INIT

Killed="_this call (ECP_resources select 42)"

Hit="_this call (ECP_resources select 43)"

Fired="_this call (ECP_resources select 41)"

IncomingMissile="_this call (ECP_resources select 44)"

getout="_this call (ECP_resources select 75)"

};

I'm sure you can see there's a rather large difference there.

Quote[/b] ]It would be really nice if someone could give me detailed explanation what to insert where in the config.
You're close. You just need to do what the readme tells you to. The part you've done in CfgVehicles for AB_Bodyguard is fine. It's just the above you need to fix.

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Hey i thought the recoil was gonna be changed? M249's, M16's, they are all dead on with no recoil at all. Also the battles haven't changed, the time seems to be the same, i mean after maybe 2 or 3 minutes, it's done. Or are we gonna have to wait for EECP?

I don't know if it has already been answered, but sorry there is 30 pages and i'm in a hurry lol biggrin_o.gif .

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After placing the needed "ECP-Server" logic in my Mission

the ECP Settings DIALOG on Client has disabeld a lot more then without this variable.

Server is Win32 + Fountain FIX

Is that "ECP-server" (hyphen,'-', wrong) or "ECP_server" (underscore, '_', correct)? Make sure it's called "ECP_Server"
Quote[/b] ]Another Question is:

Stay all the Files in the @ECP Server on Dedicated Server or do i have to copy .cpp into the Root of the Server where the server.exe stays ? ?

Keep the files where they are. Copying the bin/*.cpp files to the OFP root folder is not needed on Windows servers - it's a bug in the Linux OFP server program that makes this necessary.
Quote[/b] ]

DSAI all OFF

Does this mean now the Server is handle it correct ?

Or do i have to uncomment all the Commentet Lines ?

DSAI is disabled (off) by default in the ECP_settings.sqf file that comes with the dedicated server files. Edit ECP_Settings.sqf to enable it again:
Quote[/b] ]// ECP_dsai_master_enable

// Enable/disable dynamic speaking AI and night time flare firing in its entirety

// Default is false

// defined by server in MP

ECP_public set [51, true ];

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hey erm i used this mod on me mates (more powerful) computer and the sounds are a tad differn.. what i mean is the inhale and exhaling sounds when he runs, they sound exactly the same on mine but on me mates they are different... ( me freind has no sound mods or any other mods except ecp) .. oh and one last thing ( seriously ) when do these atmospheric distant battle sounds kick in ?? i havent heard anything yet?? sad_o.gif

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