wiper 0 Posted October 23, 2005 Does anyone know why KEGS units (Arctic Units from Kegety's Winter Addon 'Nogojev' ) seem to be not supported by ECP 1.085 ? I have no prolem at all with SebNam units f.e. but those arctic units i cant get working with any of the ECP functions (bleeding, chatting, enhanced AI..). anyone knows how to get it 'fixed' ? thanks for any suggestions Share this post Link to post Share on other sites
Thunderbird 0 Posted October 23, 2005 Kegetys artic units don't work with ECP scripts because they have their own EH class defined in the top of the cpp and which provide the blood effect to these units once being hit. SEB nam units work perfectly because they don't have any class EH (class eventhandlers) so they do use the main class (xxx) -> [man/tank/apc...etc]:landvehicle data. To fix that : -At first open kegnoecain_snow\cpp -look for : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class AllVehicles:All{}; class Land:AllVehicles{}; class Man:Land{}; class Soldier:Man{}; e.g Quote[/b] ] // West soldiers class SoldierWB:Soldier{}; class KEGSSoldierWB:SoldierWB{ access=1; displayName="Soldier"; vehicleClass="Men (Arctic)"; model="\KEGnoecain_snow\soldierw\snowsW1.p3d"; camouflage=0.8; W_WOUNDS; SNOW_ENVIRON_SOUND; <span style='color:red'>EVENT_INJURE;</span> }; Then take out this line from all the "class xxx:Soldierxxx" . Now you should use Kegetys artic units with ECP effects without any problem. Kind Regards Thunderbird84 Share this post Link to post Share on other sites
wiper 0 Posted October 23, 2005 ah, now that clearifyies up a lot for me. thanks a lot, mate ! Share this post Link to post Share on other sites
wiper 0 Posted October 23, 2005 ok, so what i try to achieve now is a rather 'cheap' and small patch solution than a whole new 50MB pbo. I fiddled around a bit but couldn't manage to get it working though For example: On top of the original config the events are defined: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define EVENT_INJURE class EventHandlers {dammage = <...>;} #define EVENT_DESTROY class EventHandlers {killed = <...>;} Now for the ECP\Addons I made a small pbo only with the Config.cpp containing <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define EVENT_INJURE class {} #define EVENT_DESTROY class {} called the patch <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { Â Â Â Â class KEGnoecain_snow_ECP{ and redefined the units <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">vehicleClass="Men (Arctic ECP)"; EVENT_INJURE; EVENT_DESTROY; Its showing up properly in the OF editor but the original eventhandler is still present (Keg's bleeding) and ECP doesnt kick in... I'm afraid its not possible to disable already defined EventHandlers in pbo's, is it ?? thanks a lot Share this post Link to post Share on other sites
ag_smith 0 Posted October 23, 2005 The simpliest method is to remove all occourences of these 2 lines from soldiers config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> EVENT_INJURE; EVENT_DESTROY; PS. Doesn't this belong to A&M: Discussion? Share this post Link to post Share on other sites
wiper 0 Posted October 23, 2005 Sorry ag_smith, i'd like to *patch* the 50MB pbo with another, smaller one (only containing the config) so deleting lines from the original is no option If not  Addons&Mods discussion ( lol why ?) , where to put it else ?? edit: oops, misread. sry : yes, probably better to repost in the discussion forum -thx moderators feel free to move the thread to th A&M: discussion area - thx guys Share this post Link to post Share on other sites