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ECP 1.085 Released!

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a small victory ... it works till i load a map @ editor then => CDT

BI_ECP_run_t1_1024.JPG

BI_ECP_run_t2_1024.JPG

but i'm on it ... (looking forward to see some explosions)

P.S. pic is unedited and shows OPEF Mod (1.5 GB)

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ahh the mutliplayer campaign right? can i beta test? whistle.gif

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Hit_Sqd_Maximus,

hi mate. De-pbo that mission with the errors, and open it up in the editor please. Tell me what happens. Same results?

It looks like ECPinit.sqs has failed to initialise. If you get the same results as before place a standard BIS unit somewhere on the map and report back. smile_o.gif

Any errors, send a screeny.

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sorry if this has been asked, (I dont want to read 31 pages, sorry) but how exactly do you use addons in ECP? when I use -@ECP in my ofp shortcut with my addons, when the red ECP splash screen comes up, ofp freezes...can anyone help? confused_o.gif

EDIT

or can you use addons with ECP? I am confusing myself...darn headache...sorry. I didnt follow the thread much, I dled ECP and was so excited, and I really didnt need to look in the thread...once again, my appologies for my ignorance.

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Thanks a lot Killswitch, now I got the error smile_o.gif

The manual... yes of course I studied it several times but I don't know, for some reason I never got it right crazy_o.gif

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Maybe it's mentioned before, but is there anyway to prevent ECP from breaking the AI? I'm trying to play the first campaign mission and the whole group seems to be scared to venture out, or ever 10 minutes or so of seeing if its safe, they decide to chase some lone Russian soldier all the way out in the woods! We've got a village to seize guys! See, running after that lone soldier is what they WANT you to do, just so they can run in and fortify the village.

Edit: Okay, I see there it has been addressed, I hope there is an easy fix or else this is completely worthless to me. Got lots of nice flashy bells an whistles though.

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i just installed ECP 1.085 and the gun cursor has changed from the T looking pointer to the + type. I prefer the T cursor better but cant find any option tweak to change it.

Can anyone help.?

Do you guys have the same cursor.?

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Yes, we do. That cursor is implemented by Dynamic range. In order to change it back to default, do the following, but make a backup copy just in case you screw up:

Open the Dynamic Range configuration header ["Sound_dr.h"], which is under "$Your_OFP_inst_dir\@ECP\Bin". Scrool the header down to the definition of "RIFLE_CURSORS". Then, replace

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define RIFLE_CURSORS cursor="w_weapon";\

cursorAim="w_lock";

by

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define RIFLE_CURSORS cursor="w_weapon_T";\

cursorAim="w_weapon_S";

That's it! wink_o.gif

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sorry if this has been asked, (I dont want to read 31 pages, sorry) but how exactly do you use addons in ECP? when I use -@ECP in my ofp shortcut with my addons, when the red ECP splash screen comes up, ofp freezes...can anyone help? confused_o.gif

EDIT

or can you use addons with ECP? I am confusing myself...darn headache...sorry. I didnt follow the thread much, I dled ECP and was so excited, and I really didnt need to look in the thread...once again, my appologies for my ignorance.

Did the installation process went well? Did you make any alterations to the @ECP directory structure or file locations?

Indeed, OFP will freeze if ECP_Effects.pbo isn't loaded, due to missing "ECP_ADDON_LOADED.sqf", which returns true once loaded. BUT, of course, there could be other causes.

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yes, installation went fine. The only file I changed was ECP setting.sqf.

I will try reinstallation though. confused_o.gif

thanks.

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Maybe it's mentioned before, but is there anyway to prevent ECP from breaking the AI? I'm trying to play the first campaign mission and the whole group seems to be scared to venture out, or ever 10 minutes or so of seeing if its safe, they decide to chase some lone Russian soldier all the way out in the woods! We've got a village to seize guys! See, running after that lone soldier is what they WANT you to do, just so they can run in and fortify the village.

Edit: Okay, I see there it has been addressed, I hope there is an easy fix or else this is completely worthless to me. Got lots of nice flashy bells an whistles though.

Chasing after the wrong targets, fearing for your lives and hiding, crawling towards a known armoured position rather than running upright towards it, knowing that every time you get spotted that information is passed the entire enemy force, panicking and running away.

Hmmm sounds like a real battle doesn't it?  smile_o.gif

Nothing is broken, only that plans of attack can become easily broken, as in a real battle. Stop and think of how many friendly casualties occurred in the Gulf War, yes? I think unpredictability is the very nature of war. Remember, AI skill settings are truly revealed when it comes to ECP, seasoned skilled AI troops react a hell of a lot differently when faced with a barrage of info about tangos to the way low skilled AI react. They are seeing and hearing a hell of a lot more than they usually do and they have their own live wire intel reports between groups.  wink_o.gif

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Folks,

Having problems with the full installer. When the txt_patcher dos box pops up the second and third time, it dies with the standard "This program has performed an illegal operation" blurb.

Here's the relevant bits from the installation log:

...

C:\OperationFlashpoint\@ECP\txt_patcher.exe "C:\OperationFlashpoint\@ECP\Bin\Config.cpp" "// #include \"Sound_dr.h\"" "#include \"Sound_dr.h\"" "#include \"Sound.h\"" "//#include \"Sound.h\""

INSTALLING DYNAMIC SPEAKING AI PLUGIN... <-- 1: OK

Output folder: C:\OperationFlashpoint\@ECP

Output folder: C:\OperationFlashpoint\@ECP\Addons

Extract: ECP_DSAI.pbo... 100%

Extract: ECP_DSAI_2.pbo... 100%

Output folder: C:\OperationFlashpoint\@ECP\Readme

Extract: Dynamic Speaking AI plugin.txt

Output folder: C:\OperationFlashpoint

Execute: C:\OperationFlashpoint\@ECP\txt_patcher.exe "C:\OperationFlashpoint\@ECP\ECP_Settings.sqf" "// ecp_public set [ 51 , false ]" "ECP_public set [51,true]" "ecp_public set [ 51 , false ]" "ECP_public set [51,true]"

ERROR: could not enable Dynamic Speaking AI plugin. You must do it manually. <-- 2: CTD

INSTALLING RADIO CHATTER PLUGIN...

Output folder: C:\OperationFlashpoint\@ECP

Output folder: C:\OperationFlashpoint\@ECP\Addons

Extract: ECP_rus_land_rc.pbo... 100%

Extract: ECP_us_air_land_rc.pbo... 100%

Extract: ECP_us_air_rc.pbo... 100%

Extract: ECP_us_land_rc.pbo

Output folder: C:\OperationFlashpoint\@ECP\Readme

Extract: Radio Chatter plugin.txt

Output folder: C:\OperationFlashpoint

Execute: C:\OperationFlashpoint\@ECP\txt_patcher.exe "C:\OperationFlashpoint\@ECP\ECP_Settings.sqf" "// ecp_local set [ 198 , false ]" "ECP_local set [198,true]" "ecp_local set [ 198 , false ]" "ECP_local set [198,true]"

ERROR: could not enable Radio Chatter plugin. You must do it manually. <-- 3: CTD

...

Any help would be appreciated. XP Pro SP2, antivirus disabled. Clean Resistance 1.96 install.

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For some reason, the text replacing application gives an error under your copy of windows. I have no idea what it could be.

In order to enable those features, please read the plugin readme files at "@ECP\Readme".

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i get errorless CTD´s sometimes... mainly when a cutscene (not scripted) is triggered and i use 3rd party addon like BW mod...

i also get CTD´s when i have a lot of units (50 +) on the map and a trigger is triggered (could be any trigger)

especially a trigger that concerns a lot of units and covers a big area..

none of the CTD types have given me any kind of error message...

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We can't reproduce such unless we know in what conditions you got those CTD's. Can you send us the missions that are causing you these issues?

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Hey can you please tell me the sound file for the M60? I would like to replace this sound with the M60E3 from LSR's weapons pack. I don't know how they look or where to get them from, so this would be very helpful. smile_o.gif

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how do u play CWC missions with ECP? seems like ECP only runs with resistance.exe but not flashpoint.exe

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That's quite easy, just check the config.cpp in the BIN folder.

Find class m60 inside cfgWeaons, you will find a sound[]=****. just replace that line with the one you find in LSR's config.

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That's quite easy, just check the config.cpp in the BIN folder.

Find class m60 inside cfgWeaons, you will find a sound[]=****. just replace that line with the one you find in LSR's config.

Erm... Not really, but it works as such in most regular configurations. In ECP, the configuration file "config.cpp" includes a header that is place in the same directory. If you use the default BIS sounds, then such header file is "Sound.h". Otherwise, if you use the Dynamic Range, it should be "Sound_dr.h".

Inside both you'll find a definiton of the M60 machine gun sounds: "M60_SHOT_SOUND". All you need now is replacing the path to our sound file by Laser's sound sample. You can even point to an uncompressed path - a regular directory - where you have your own sound samples.

wink_o.gif

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I just un-pboed the pbo. I need a WSS File. How can i obtain this from Dynamic Range?

***EDIT***

Ok i think i got it.

I un-pboed the Dynamic Range Pbo file. But i don't know what to replace, in the folder there are 2 m60 files:

m60maingun.wss

m60mgun.wss

Which one do i replace for the shooting?

***EDIT 2***

Lol figured it out. biggrin_o.gif

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i get errorless CTD´s sometimes... mainly when a cutscene (not scripted) is triggered and i use 3rd party addon like BW mod...

i also get CTD´s when i have a lot of units (50 +) on the map and a trigger is triggered (could be any trigger)

especially a trigger that concerns a lot of units and covers a big area..

none of the CTD types have given me any kind of error message...

please reproduce the error, then immediately post the last entry from your flashpoint.rpt file.

What is happening in the cutscene just before ctd?

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That's quite easy, just check the config.cpp in the BIN folder.

Find class m60 inside cfgWeaons, you will find a sound[]=****. just replace that line with the one you find in LSR's config.

Erm... Not really, but it works as such in most regular configurations. In ECP, the configuration file "config.cpp" includes a header that is place in the same directory. If you use the default BIS sounds, then such header file is "Sound.h". Otherwise, if you use the Dynamic Range, it should be "Sound_dr.h".

Inside both you'll find a definiton of the M60 machine gun sounds: "M60_SHOT_SOUND". All you need now is replacing the path to our sound file by Laser's sound sample. You can even point to an uncompressed path - a regular directory - where you have your own sound samples.

wink_o.gif

Or you could just find:

Quote[/b] ]

#ifdef M60_SHOT_SOUND

M60_SHOT_SOUND

#endif

and replace it with:

Quote[/b] ]

//#ifdef M60_SHOT_SOUND

//M60_SHOT_SOUND

//#endif

sound[]={*****};

wink_o.gif

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This is a FANTASTIC mod - well done and thanks to the whole team! notworthy.gif

One question - does an ECP campaign exist anywhere?

Thanks again

Steiner

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