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sanctuary

DMA European Resistance

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Personnally i hope we will update it, but as for now the people involved in this addon are busy on some other projects, i can't give you a definitive answer with them being away for now, because on this specific Euro Res project i am not alone and just made the config.

For now, as this situation can hold you back too much for your mission making work, if the non delayed ECP grenades for those units are too much breaking your mission, i can only suggest you to search for another unit that would be more appropriate for the mission.

As i have unfortunately no idea when an update will be made, sorry.

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Isn't there a way to add event handlers via a trigger? I remember in the old ECP placing a trigger as big as that map that did some count list type command that would make every unit on the map ECP compatible.

Perhaps you could just add a trigger like that to each of the missions in your campaign?

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Thanks for the tip Sputnik, tried it with no success.

It's an addon related problem; as Sanctuary said there must be some conflict in config, between the JAM and ECP event handlers most likely.

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If you want a quick fix for yourself, while waiting for a hypothetical official update , in the config.cpp of this addon you just have to remove

<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

{

fired = " if ( (_this select 1 in [{Throw},{JAM_AT4Launcher},{JAM_RPG7Launcher},{JAM_M72LAWLauncher}]) or (_this select 4 in [{JAM_MarkerGrenadeammo}]) ) then {_this exec {\JAM_Magazines\FX\firedEH.sqs}}";

};

It exists in 2 locations in the config.cpp

And these units will have delayed grenades in ECP and not the normal OFP impact ones in ECP.

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Ok, I'll try it. But if it's so simple to do it, then this can be done from your side also, so I hope I'll not wait to long for that update.

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If we decide to update it , it will not be for a simple "remove the JAM smoke to get ECP delayed grenade script replacing OFP default impact grenade", but to add some more content.

So don't hold your breath in hoping for a quick update because it will not be quick.

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Don't worry, no breath was holded; if is not worthed for you, is not worthed for me either.

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Quote[/b] ]I would suggest to anyone who is worried about the file size to depbo the addon, binarize them, then repbo. It should cut the size by half.

I really need to figure out how to do this without screwing it up and causing omnious sounding errors.

Is there a signficant performance hit as far as odol vs mlod?

And I noticed when looking through the models in O2 that many of them seem to be segments? Do you use hiddenselections or something to sort of "lego" the various parts together?

Either way. I've discovered that I can make my own custom clothing combinations with the texture path utility and it's beyond awesome. When I get some motivation to I'm going to try and apply some of Newiy's OFPFOR accessories "ball cap, mask, etc" to some of them.

DMA is quickly becoming one of my favorite mod teams. All around they make a wide range of excellent things to improve OFP.

nightleader.jpga3223439.jpg

I'm not releasing any of those of course, but... it just goes to show what a little creativity with O2 and some mlod models can yield. I really like the second guy, he kind of reminds me of one of those security contractors I saw in this documentary about afghanistan.

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Quote[/b] ]

And I noticed when looking through the models in O2 that many of them seem to be segments? Do you use hiddenselections or something to sort of "lego" the various parts together?

You can hide or unhide part of the model in O2, fortunately as after a while it is difficult to see something through all those vertices wink_o.gif

Let's say you want to hide the right arm from the model.

in the named selection part of O2 , select "p arm injury"

Once selected (and so in the view windows the right arm highlighted in red) , click View -> Lock/Hide -> Hide selection (or CTRL+H)

This will hide the part that was selected in red, so you will not move a vertice of it by accident when trying to move something different.

To make it re-appears, same thing, select the "p arm injury" in the named selections, then View -> Lock/Hide -> Unhide (or CTRL+SHIFT+H)

And it will appear again

If you want the whole model to appear without having to select each named selection, just click on

Edit -> Select All

then on View -> Lock/Hide -> Unhide

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A trick I soon discovered when re-heading these units!

Oh Daddy Mac you devil you... RAWR wink_o.gif

How's that coming along btw?

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McFinished them. Had to cover a hole in the neck, but otherwise, looking quite good. Check the CP thread (I know you already have).

End thread hijack.

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