MrZig 0 Posted August 16, 2005 Quote[/b] ]yes it's based off earl and suchey's javelin, though i really dont think i've copied any kind of smoke script across with it - just the mag and the weapon parts.very confused It's probably CFGCloudlets in the config or something like that Share this post Link to post Share on other sites
Messiah 2 Posted August 16, 2005 nope this has seriously got me confused Share this post Link to post Share on other sites
Nemesis6 0 Posted August 16, 2005 Now... the only thing we really 'need' for the next version is the "carrying a wounded soldier" feature. Please tell me it'll be there or I'll.... I'll poke you into submission. Share this post Link to post Share on other sites
mikefictiti0us 0 Posted August 16, 2005 Is it possible to somehow combine the unit replacements in y2k3 or FlashFXUR with this mod? Somebody on a different forum suggested I try -mod=Y2K3;@ECP, but that didn't work. I'd like to keep the effects and new features of ECP, but I'd also like the updated units of y2k3 to replace the default units & vehicles. Share this post Link to post Share on other sites
Homefry 0 Posted August 17, 2005 Is it possible to somehow combine the unit replacements in y2k3 or FlashFXUR with this mod? Somebody on a different forum suggested I try -mod=Y2K3;@ECP, but that didn't work.I'd like to keep the effects and new features of ECP, but I'd also like the updated units of y2k3 to replace the default units & vehicles. No, combining the Y2K3 mod or the FFUR with ECP is not possible, as all of these use different config files. I recommend you wait for EECP, pretty much our in-house unit replacement modification. Share this post Link to post Share on other sites
mikefictiti0us 0 Posted August 17, 2005 Is it possible to somehow combine the unit replacements in y2k3 or FlashFXUR with this mod? Somebody on a different forum suggested I try -mod=Y2K3;@ECP, but that didn't work.I'd like to keep the effects and new features of ECP, but I'd also like the updated units of y2k3 to replace the default units & vehicles. No, combining the Y2K3 mod or the FFUR with ECP is not possible, as all of these use different config files. Â I recommend you wait for EECP, pretty much our in-house unit replacement modification. Yeah, I had a look through the configs last night. It actually is possible to combine them though -- I'm about half way through it now. All I had to do was go copy & paste parts of the y2k3 config (the parts that deal with models & sounds) over the one's that are in ECP's config file. Working perfectly so far. Share this post Link to post Share on other sites
MachoMan 0 Posted August 17, 2005 Yeah it's totally possible to do it that way ofcourse. Share this post Link to post Share on other sites
zayfod 1 Posted August 17, 2005 Messiah, sorted mate. Check your PM. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted August 17, 2005 Is it possible to turn off AI Info share? Need it for a mission. Share this post Link to post Share on other sites
Messiah 2 Posted August 18, 2005 Messiah,sorted mate. Check your PM. yeah, got it... cheers fella - i knew i hadnt made any smoke stuff - it confuses me beyond belief, so it couldnt have been - lol Share this post Link to post Share on other sites
andersson 285 Posted August 23, 2005 I would like to add a script to an addons fired eventhandler without loosing all ECP-effects. Last time I checked that part of the ECP-readme wasnt updated(?). What is the line to paste into "fired"?? Share this post Link to post Share on other sites
killswitch 19 Posted August 23, 2005 Is it possible to turn off AI Info share? Need it for a mission. Yes. If you open the text file @ECP\ECP_Settings.sqs and browse around, you'll soon find this part: Quote[/b] ]// AI Infosharing Settings// ======================= // ECP_AI_infoshare_enable // Enable AI information sharing? // defined by server in MP //ECP_public set [37, true ]; What does that tell us? It shows that the infoshare setting is determined by the boolean variable in index 37 of ECP_public. The solution therefore becomes "determine if ECP 1.085+ is present and make sure ECP_AI_infoshare_enable is set to false. In short, add this to the mission's init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?format["%1",ECP_Path]!=format["%1",nil]&&format["%1",count ECP_public]!="scalar":ECP_public set[37,false] Share this post Link to post Share on other sites
killswitch 19 Posted August 23, 2005 I would like to add a script to an addons fired eventhandler without loosing all ECP-effects. Last time I checked that part of the ECP-readme wasnt updated(?).What is the line to paste into "fired"?? The ECP readme you have is fine. There's even an example of how to extend a fired event handler to call ECP and custom code. Study that and you'll figure it out. Share this post Link to post Share on other sites
downesy22 0 Posted August 23, 2005 how does the AI surrender work Share this post Link to post Share on other sites
combat-agent 0 Posted August 24, 2005 Im not sure if anyone posted about this yet, so excuse me if it has. The COC Command engine doesnt seem to work with ECP. It works for about 6 seconds then im unable to select teams via the map. Is there any solution or a way to make them compatible? Thanks in advance Share this post Link to post Share on other sites
Scrub 0 Posted August 24, 2005 Quote[/b] ]downesy22 Posted on Aug. 23 2005,08:26-------------------------------------------------------------------------------- how does the AI surrender work Seems like heaping of 'shock and awe' with a side of randomness makes it work. I was playing Clean Sweep for a quick fix, and my squad just wiped Montigniac clear in a heartbeat (lotsa 'nades). But the mission didn't end. I waited, went into different buildings to get a high perspective, and generally made a nusance of myself to get shot at, but nothing happened. Finally, I swept past all the enemies start points, and found one last solider, hands on head waiting for me, never left start. Share this post Link to post Share on other sites
Bobcatt666 0 Posted August 24, 2005 been flying the jets lately and noticed some of the 23rd party planes get on the east side end up with west pilots or just east pilots carring XM177s. Share this post Link to post Share on other sites
killswitch 19 Posted August 24, 2005 Im not sure if anyone posted about this yet, so excuse me if it has. The COC Command engine doesnt seem to work with ECP. It works for about 6 seconds then im unable to select teams via the map. Is there any solution or a way to make them compatible?Thanks in advance See my reply (third post) in this thread: ECP 1.085 and CoC CE2 missions Share this post Link to post Share on other sites
ConfuciusOFP 0 Posted August 25, 2005 Im havin a slight problem atm, ECP seems to well... lock up at the red splash screen, n sits there for an infinite amount of time, apparently loading, i dunno whats caused this, but its only been doing it lately, n i deleted all of the new stuff i had added, so i dunno whats been causing this. Any Suggestions? Share this post Link to post Share on other sites
twisted 128 Posted September 1, 2005 i seem to recall some talk about suppression being included in this ecp release. http://www.flashpoint1985.com/cgi-bin....t=44275 how does it work? its one of the 'big' things i looked forward to. i'd really be keen to know. Share this post Link to post Share on other sites
Sergeant P. 0 Posted September 3, 2005 Hello! First of all I have to say that ECP is a very, VERY great Addon for OFP!!! Thanks for all the time you spent on developing this trailblazing engine! But I have a problem concerning the helo-commands and I hope you can help me. Some of my helo addons (such as the MH-6 from BAS or the SEB UH-1D) show the full range of helo commands (go high, go low, rapid insertion, extraction etc.) and all orders work properly. But with other helos (e. g. the BWMod´s EC 135 or BO 105 or the CSJ Nam Birds) I have only the possibility to choose "go high" and "go low", the most used "rapid insertion" is not displayed. Any ideas to get the full range of commands for those addons??? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted September 12, 2005 Question: Does anyone know how to create ECP delayed hand grenade using camcreate? I've tried most mentioned grenades in config but couldnt get it to work. Using GrenadeHand I get regular OFP Hand Grenade. Is it possible at all? Share this post Link to post Share on other sites
patrioten 0 Posted September 25, 2005 Hey what about the EECP version which should work with ECP 1.085? One of my friends says it has been cancelled? Share this post Link to post Share on other sites
stgn 39 Posted September 25, 2005 Hey what about the EECP version which should work with ECP 1.085?One of my friends says it has been cancelled? Ha hvor har du vćret gravet ned? Ha where have you been buried? The EECP still exist: EECP topic STGN Share this post Link to post Share on other sites
twisted 128 Posted September 26, 2005 in AI info share, how much info is shared by the AI? does it give position and direction of spotted enemy? how many enemies does it store and is a scale of danger applied to seen AI? also how long does this info last? thanks to answering these very hard questions. Share this post Link to post Share on other sites