patrioten 0 Posted September 26, 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 Yeah I know STGN... but what about a status on the 1.085 compatiable version? you got a clue about that? Share this post Link to post Share on other sites
observer 0 Posted October 3, 2005 Ok, there´s a major bug, that occurs on my pc after I installed ECP. The bug prevents the functions of some basic init-line commands like "flyinheigth". Please look at this topic, some help would be great! Share this post Link to post Share on other sites
stgn 39 Posted October 3, 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 Yeah I know STGN... but what about a status on the 1.085 compatiable version? you got a clue about that? Sory didn't mean too offend you But you can go read the topic in the link posted there you can get info on the EECP. STGN Share this post Link to post Share on other sites
Taconic 0 Posted October 3, 2005 Hey what about the EECP version which should work with ECP 1.085?One of my friends says it has been cancelled? Well, considering that I'm the one making EECP, you can believe me when I say it isn't cancelled. In fact, I got some stuff done tonight. Share this post Link to post Share on other sites
djukel 0 Posted October 21, 2005 Hi! Please help me! Can somebody tell me what line is the "ECP_resources select 42" in ECPdatabase.ldf.sqf file? I would like to delete dead soldiers to reduce lag therefore so I want to put a script to "Killed" eventhandler. Thanks Share this post Link to post Share on other sites
djukel 0 Posted October 26, 2005 Hi!Please help me! Can somebody tell me what line is the "ECP_resources select 42" in ECPdatabase.ldf.sqf file? I would like to delete dead soldiers to reduce lag therefore so I want to put a script to "Killed" eventhandler. Thanks Anyone? Share this post Link to post Share on other sites
Cooba 0 Posted October 28, 2005 Quote[/b] ]// ECP_random_weather_enable: // true / false, default is true // defined by server in MP //ECP_public set [19, false]; I change true to false and send all ECP settings on my Dedicated Server. Unfortunatelly weather is still random when we playing a missions. I want disable random weather on my server. What i have to do? This option (in quote above) doesn't work. Sorry for my english. Share this post Link to post Share on other sites
OFPCAT 0 Posted October 29, 2005 I think this new release is really awesome! For me, I like the random voices of ECP in game. You could hear soldiers' talking when they are in "safe" mode or shouting and ordering when fighting, very realisitic, especially those russian voices, oh, just like really in Russian combat squad to fight against enemy... Share this post Link to post Share on other sites
RED 0 Posted October 29, 2005 Quote[/b] ]// ECP_random_weather_enable: // true / false, default is true // defined by server in MP //ECP_public set [19, false]; I change true to false and send all ECP settings on my Dedicated Server. Unfortunatelly weather is still random when we playing a missions. I want disable random weather on my server. What i have to do? This option (in quote above) doesn't work. Sorry for my english. You need to remove the // before the line in question: ECP_public set [19, false]; @djukel: The database you have will be the compressed version so it will not be very easy to find what you are looking for. But if you want an array of all dead men use (ECP_internal select 138). Share this post Link to post Share on other sites
MachoMan 0 Posted October 29, 2005 Erm Yeah, what RED said, sorry noone from the team answered earlier. @djukel: There is an easier way to add a script to delete death bodies. Goto line 1629 in the config.cpp and add the path to your scipt to the killed event handler. Share this post Link to post Share on other sites
Cooba 0 Posted October 29, 2005 Ok. THX for advice and best regards ! Share this post Link to post Share on other sites
456820 0 Posted October 30, 2005 most of you will all know that FFUR has been released and im just wondering if you could please tell me how i could implement the amazing burning tank crew script into FFUR im not an amazing scripter so a nice simple step by step would be much apreciated great work on ECP i especially love the AI talking and chatting its a great atmoshpere builder thanks Share this post Link to post Share on other sites
djukel 0 Posted October 31, 2005 Erm Yeah, what RED said, sorry noone from the team answered earlier. @djukel: There is an easier way to add a script to delete death bodies. Goto line 1629 in the config.cpp and add the path to your scipt to the killed event handler. What is the line 1629? I did not find the orginal config.cpp and my config.cpp is contains lots of additional lines. But i noticed if I put new eventhandlers it will overwrite ECP's original and some features won't work. Share this post Link to post Share on other sites
RED 0 Posted October 31, 2005 To be honest I wouldn't do it that way. Just run a sript checking the array (ECP_internal select 138), then after a set amount of time, delete the first element: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _timeer = 50 #start ~_timeer ?(count (ECP_internal select 138)) >1: delete ((ECP_internal select 138) select 0) goto "start" Or something like that.. Share this post Link to post Share on other sites
LoTekK 0 Posted November 7, 2005 Anyone ever had this happen to them while the spectator script is enabled for single player? This was the first time I've seen this error. I had a pilot flying me around in an OH-58 so I could do some sightseeing on Nogoyev (third-party island). At some point I got bored, so I ejected at low altitude, and died. The above was the result. The error, though, wasn't so much of an issue. Could be annoying, but not a show stopper, per se. What was a showstopper, was not being able to cancel out of the script. I ended up having to close OFP from the task manager. Any way to just get the script to quit out if it encounters such an error? edit: Forgot to add that the above location is not where I ejected and died. I'm assuming the location corresponds to 0,0 or something (the camera flew over after I died). Share this post Link to post Share on other sites
MachoMan 0 Posted November 7, 2005 To be honest I wouldn't do it that way. Just run a sript checking the array (ECP_internal select 138), then after a set amount of time, delete the first element:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _timeer = 50 #start ~_timeer ?(count (ECP_internal select 138)) >1: delete ((ECP_internal select 138) select 0) goto "start" Or something like that.. The best way ofcourse would be to wait for the uncondensed version of ECP, which will be released after EECP. Share this post Link to post Share on other sites
j w 0 Posted November 7, 2005 I thought this was a "patch" not a "pach". Or? Nah, just kidding, love this modification, can't download it right now, too bad  But correct the spellingmistake and I will download it (Just kidding  the real reason is my computer is crapped up...) Keep up the work!  Share this post Link to post Share on other sites
Sniperwolf572 758 Posted November 7, 2005 It says "Unofficial Expansion Pack", not "patch" or "pach". Share this post Link to post Share on other sites
Messiah 2 Posted November 7, 2005 i was going to say... i just spent 10 minutes working out what you were on about Share this post Link to post Share on other sites
Katzelowski 0 Posted November 7, 2005 Is there actually somebody still working on ECP? Share this post Link to post Share on other sites
MachoMan 0 Posted November 7, 2005 very very slowly Share this post Link to post Share on other sites
Katzelowski 0 Posted November 8, 2005 Anyway NICE. What are you currently working on? What about including this new weather system ? Share this post Link to post Share on other sites
Abbe 0 Posted November 9, 2005 Well...propably two stupid questions to the comunity... I tried to change some stuff in the General settings but don't really know if I did it right since when I started Ofp I had some white text on top of the screen with expressions from the General setting I just changed...? How exactely am I supposed to change all smoke from smoke grenades to be all white and a bit bigger? (bonusquestion are there any ways to make burning smoke higher in altitude?) mvh Abbe Share this post Link to post Share on other sites
LoTekK 0 Posted November 14, 2005 I wasn't able to find anything about this in particular, but I haven't managed to peruse this entire thread. Anyways, I've noticed that some of the smoke effects in ECP (in particular, most of the white smoke from explosions) remains luminous at night even in the absence of external light sources: This was taken with a world time of 0430 on Desert Island, with no external lights aside from the sun, which was below the horizon. Is there a way to change this so that the smoke doesn't glow like that? It's a bit disconcerting. Share this post Link to post Share on other sites
SHWiiNG 0 Posted November 17, 2005 just wondering, any news on the EECP mod ? regards shwiing Share this post Link to post Share on other sites