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Taconic

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Everything posted by Taconic

  1. Taconic

    Aircraft Carrier

    Is it defined in the config?If so, it'll be able to be placed... Eventually. Just not through the vanilla editor. Also, it's not a carrier. :p I haven't seen any detail shots of it, but it looks like an LHD to me. Probably Wasp class. They're amphibious assault ships and, unlike the carriers, they basically exist to put USMC assets in theatre (generally AV-8s, AH-1s, CH-46s, etc. And of course Marines on shore.)
  2. Taconic

    ARMA 2 Micro AI Thread

    I really have no idea where you're getting this from. In both OFP and Arma, units are visible out to the edge of the environmental draw distance. I've had no problem spotting things out to 2000m. I highly doubt Arma2 has reduced the draw distance to 300m, especially when most action happens at ~200m.
  3. Taconic

    Dynamic conversation system

    How does it work with on an individual AI basis? If, for example, a civilian actually sees guerrillas heading into the woods, will they be able to tell you that? Or is it more on a group basis? By that I mean if one civilian in a village sees something, do they all know about it?How exactly does the game logic that populates the world work? Does it run once at the start of the campaign or does it run for every mission? Is it random, or does it pull the population from some sort of DB so that it has persistence? (IE, if you kill Dimitri and Petra they will not show up again in the campaign) Is it scriptable in any way? Also, how persistent is the campaign? If you destroy a building in the beginning, does it stay destroyed for the duration? Initially I thought this would be the case, but then I started seeing screenshots of debriefing screens. That makes me think that the campaign isn't fully persistent and is instead broken up into individual missions like Arma/OFP. Sorry for all of the questions, but I'm very curious and it's going to be at least a month before I can find out for myself. :p
  4. Taconic

    FDF Mod 1.0 for ArmA

    Impressive showing. I have to say that I've found myself far less "into" Arma than OFP simply because, for whatever reason, Arma has an incredible lack of SP campaigns. At this point in OFP's history there were dozens of user made campaigns, many of them quite good. Arma only has a handful. However, when I saw that Arma FDFMod had been released, I was immediately pulled away from Il-2 and back into Arma. The FDF campaign in OFP was one of my all time favorites, so I had high expectations for the new one. The mod is top notch. Easily one of the best showings in Arma yet. The units are great--some of the best in Arma. I miss a few things from OFP FDFMod, but I'm sure they'll arrive eventually. That said, I have two minor criticisms of the campaign so far. 1: Some of the missions are very hard. That's fine, but the player is handicapped without binoculars. The downed chopper mission, for example, was much harder than it needed to be simply because there were no binocs and you couldn't scout the valley until you were in it, which more or less lead to me fighting blind and having my entire squad ambushed 50 times. It would be nice to have binocs in all missions because squad leadership is handicapped without the ability to do recon. 2: The fertilizer plant mission could be improved by having fewer enemies inside the buildings. OFP and Arma have never really been great at CQB, and the fact that some of the enemies are deep within buildings or on upper floors basically means that the AI squad is useless for killing them. Other than those two minor criticisms, I've been enjoying it a lot. I've just reached the mission in which Honka... changes his wardrobe. I'm looking forward to getting further in the coming days. I also hope it explains what happened after Honka's bike ride on East Border.
  5. That must be it. I've noticed that my squad doesn't always return to formation and that a few of my members will occasionally ignore all move/return orders until I order them into something. The pilot was just an odd exception and I only mentioned it because I once wrote a rivercrossing script that did the same thing until I fixed it.I've just recently moved over to Arma from OFP, so I'm still learning about the AI quirks this time around. It actually seems to have more than OFP. Have you considered creating a mission like this with the CoC CE? I first had that idea 2-3 years ago and planned to act on it, but never got around to it (and as far as I can tell, nobody else has either.) I envisioned a mission where you pick up members of your squad in the same manner as your mission or AA, but also have the ability to recruit members for a couple of other squads to be controlled through the CE. I think it'd add another dimension to a guerilla style "campaign in a mission" like PB since it would enable multi-pronged attacks or the ability to encircle an objective. It'd be great for ambushing (hide an AT squad at a crossroad,) recon (the player wouldn't have to physically run all over the place to find enemies,) and diversions (one squad could draw away patrols from an objective, leaving it open for the player.) Just an idle thought for you or anybody else reading. I know it would be a nightmare to get properly working/balanced, so I'm not holding my breath. I guess I'll go get in another hour or so of play time before I have to head out to class. I'd much rather focus on finishing up the mission tonight, but school is expensive.
  6. I've been playing the mission for the past few days. It's quite a bit like Abandoned Armies, which is a good thing. The bad thing is that it is that it is interfering with my finals... but it's much more fun than finals, so that's OK. For reference, I'm playing on 1.12b. Comments/issues (be warned--potential spoilers): -The blackhawk pilot absolutely refused to do anything but stand regardless of combat posture. I don't know if there was a script running on him or not, but he ignored every order but "stay crouched" and "go prone." It made him a bit of a liability since I had to micromanage his posture when in combat. -The pilot never evaced. He left my group, but he just stands next to the blackhawk (he's still there.) I haven't looked at the mission, so I don't know if this is intentional or not. -Augustine just dropped his weapon. left my group, and ran at a T-72. It didn't end well for him. Is this an unavoidable thing? Is there a way to get him to rejoin? Same thing with the guy near the airbase, but in his case I just assumed that he was a traitor and took off. As for general comments: I like the fact that the island is not just crawling with soldiers behind every bush and building, but I'm finding it tough to find fights. I'm not quite ready to take on the main bases yet, but I have completed the other objectives and attacked the marked garrisons. I've been looking for patrols to ambush or garrisons to hit, but I'm only finding a handful of guys every hour or so (and none of them have AT weapons.) If you ever update the mission, I'd suggest adding an ammo dump or something as an optional objective. That way people that find themselves in my situation would have a place to get some decent weapons. Another suggestion would be to add some regular military traffic. I haven't seen any aside from the odd UAZ in the first hour or so of the mission. One of my favorite parts of AA was ambushing the big convoys. Sometimes you had to wait an hour for them, but it was worth it. I'd also give the UAZ MGs hanging out in the passes fuel. Or just remove them altogether and add defensive emplacements/roadblocks instead. At first I figured they had just run out of fuel, but I found another group of them in another pass. That's about all that I can think of. My biggest complaint is that things seem a bit sterile and quiet, but I've been having a lot of fun and it's definitely the best mission I've played in Arma. You asked for feedback in the readme about a possible Punishment Battalion II. I say go for it. This is a great mission and I'd love to see more like it. I realize how much work they are to make, but they're something special. You've set the bar pretty high.
  7. Taconic

    PMC Baltic Command released!

    Superb campaign, Snake Man. I would say that this is one of the top 3 OFP campaigns of all time. I'd recommend it to anyone.
  8. I'm mostly posting this here in the hopes that somebody from BIS sees it and a future patch addresses the problems that I've been having. I've gone through all of the normal trouble-shooting steps: updated drivers, updated DX, reinstalled the game, patched the game, etc. and none of these things offer any improvement. The problems I'm having are as follows: 1: Random crashes to desktop. 2: Random freezes. Alt-tabbing out of the game, waiting a moment, and then tabbing back in solves these... for a while. I've never had this problem with any software before. 3: Rendering issues. The environments apparently randomly become flat-shaded at times. Everything also drops to its lowest LoD. 4: Cutscene issues. I can't even play the first campaign mission. The intro plays fine and then the cutscene begins. When the titletext "Convoy on its way to..." appears on the black screen, the title never disappears and the screen never returns to the cutscene. The cutscene is, however, still running. I can tell because hitting escape removes the black screen and I can see the progression of it by hitting esc every once in a while. This cutscene also never ends. To date I have not been able to play the first mission, and I bought the game on the day it came out. As I said, nothing I've done has solved this. The patch does absolutely nothing. I'm just posting these issues and my dxdiag in the hopes that somebody from BIS runs across this and I'm someday able to play the game. dxdiag:
  9. Taconic

    Multiple game-stoping bugs

    That is a really odd bug... I guess I will try that method. Thanks. Hopefully these problems get ironed out before too long.
  10. Taconic

    ArmA is just ... disappointing

    I've been MIA for a while, but I figured I'd chime in. I bought OFP from Europe in July 2001. I played it to death for a couple of months. It was supremely buggy, but I understood that BIS was a small company and that the project was very ambitious. Besides, none of the bugs were show stoppers--just minor annoyances. When OFP came to the US, I bought it here. Then I bought RH right after it came out. Finally, I bought Resistance on the day of its US release. I guess I even eventually developed a name for myself through modding (which was a lot of work, but a lot of fun.) I've probably played OFP in a more sustained manner than any other game, and I have been playing games for a looong time. I absolutely love OFP. I think BIS is a great company and I will support anything that they do. That's why it pains me to concede that Arma is, in its current state, a bit of a mess. Like OFP, I bought AA the day it became available in the US. I installed it that night, but didn't really get a chance to play. Today is the first time I've been able to sit down and really play it. Random crashes. Broken cutscenes. LoD/texture issues. Poor performance (but I kind of expected this. I'm only running a GF 6600 on a dual 2.66GHz Xeon rig.) I've updated drivers (including the TIR driver, just to be safe.) I've patched the game. I've done the normal troubleshooting business. Based upon a lot of what I've read (which admitedly isn't a lot--I've been sort of estranged from the OFP world for about a year now,) the game still has quite a few issues. I'm disappointed, but I can't say that I am surprised. I appreciate how much work went into it and I can only imagine the hassles BIS had when dealing with so many publishers. It seems the game was forced out the door too soon. But I'm not mad at BIS. I have faith that eventually they'll get it right. If any of you that were around for the beginning of OFP, I'm sure you recall that v1.0 was not a terribly pretty sight. Yet 1.96 was rock solid and performed considerably better. I'm just a bit disappointed. I've been dreaming of an OFP sequel since 2002 or so. It just looks like I'll have to wait for a few more patches to play it. Back to OFP for the time being.
  11. project long dead, rip
  12. Taconic

    EECP - Enhanced ECP

    Well, it has been a while. In fact, it was one year ago yesterday when work in earnest ended on EECP. I have had to accept that I'm not going to finish it. I guess that I owe anyone waiting on it an explaination. Last October, I ran into some personal problems that pretty much consumed my fall. In January, I went back to school to pursue a degree. In March, my mother died. Most of the spring was tied up with things related to that and school. My girlfriend has also been stealing weekends/days off from me this summer. So that is why progress has been very slow to non-existent for the past year. With the release of AA so near, I don't think that I will be finishing it. However, I do plan on doing a similar project for AA at some point. I do apologize to anybody that has been waiting for it. I really did have every intention of finishing it--I began working on the update in late April of last year (my notes say v0.90 was completed on 5/22) and devoted several hours a day to it until the middle of October. It was a massive undertaking. For anybody wondering what my grand plans were, here's a partial list of implemented features as of EECP 1.01: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">========================================== v1.01 - 08/26/05 [Unreleased dev version] ECP v1.085 ========================================== ------------------------------------------ Updates/Changes ------------------------------------------ EECP_Scripts\stringtable.csv created (localize) Updated to most recent version of Dreamline's EH system ------------------------------------------ Fixes -- Bugs ------------------------------------------ AA units now target Mi-24 CfgAmmo.AA changed to default class (inheritance issues) CfgWeapons.AALauncher changed to default class (inheritance issues) All EECP vehicle weapons can now make use of BIS magazines, all EECP weapon/magazine scopes properly defined ------------------------------------------ Unit/Model Changes ------------------------------------------ Jeep > CBT M998 HMMWV HMMWV > CBT M1114 HMMWV A-10 > DSL A-10A (Gray) A-10 (LGB) > DSL A-10A (Gray, GBU-12) AH-1 > MPIV AH-64A AH-64 > MPIV AH-64D Maverick > DSL AGM-65B MP5 > LSR MP5SD6 ------------------------------------------ Other Changes -- Misc. ------------------------------------------ All models binarized ------------------------------------------ Other Changes -- Realism ------------------------------------------ Realistic rates of fire implemented for the following: AZP-23, GAU-8/A, GSh-30-2, GSh-30K, M168, M230 Realistic muzzle velocities implemented for the following: GSh-30-2, GSh-30K Realistic loadouts implemented for the following: M163 (2,100 rounds,) BMP-1 (24 HE-FRAG, 16 HEAT-FS) ------------------------------------------ Added/Deleted Classes ------------------------------------------ Added CfgAmmo.EECP_AGM65B Added CfgAmmo.EECP_AIM9M Added CfgAmmo.EECP_MK82 Added CfgAmmo.EECP_GBU12 Added CfgWeapons.EECP_AGM65B Added CfgWeapons.EECP_AGM65Bx2 Added CfgWeapons.EECP_AGM65Bx6 Added CfgWeapons.EECP_AT3x4 Added CfgWeapons.EECP_AT4 Added CfgWeapons.EECP_AT6 Added CfgWeapons.EECP_AIM9x2 Added CfgWeapons.EECP_FFAR Added CfgWeapons.EECP_FFARx14 Added CfgWeapons.EECP_S8 Added CfgWeapons.EECP_MK82 Added CfgWeapons.EECP_GBU12 Added CfgWeapons.EECP_PG9 Added CfgWeapons.EECP_OG9M1 Added CfgWeapons.EECP_M220 Added CfgWeapons.EECP_M220x1 Added CfgWeapons.EECP_Kh29 Added CfgWeapons.EECP_M2x100 Added CfgWeapons.EECP_NSVx100 Addec CfgWeapons.EECP_M240Cx11400 Added CfgWeapons.EECP_PKTx250 Added CfgVehicles.EECP_Ejection_Seat Added CfgSounds.EECP_Snd_Canopy Added CfgSounds.EECP_Snd_Gear Added CfgSounds.EECP_Snd_Eject Deleted CfgWeapons.EECP_AGM65x8 Deleted CfgWeapons.EECP_M197 Deleted CfgWeapons.EECP_HEAT73 Deleted CfgWeapons.EECP_HEF73 Deleted CfgWeapons.EECP_M220x8 Deleted CfgWeapons.EECP_M220_2A Deleted CfgWeapons.VulcanCannon ========================================== v1.00 - 08/08/05 [Unreleased dev version] ECP v1.085 ========================================== ------------------------------------------ Updates/Changes ------------------------------------------ Integrated ECP 1.085 core EECP path now \@EECP\ ECP_Effects updated CfgRecoils updated stringtable.csv updated ------------------------------------------ Fixes -- Bugs ------------------------------------------ Made CfgWeapons.AT3Launcher a default class to solve problems introduced in 0.99 Fixed armor values on East & West soldiers that were not equal Fixed accuracy, sensitivity, sensitivityEar, audible, and camouflage values on CfgVehicles.SoldierECrew ------------------------------------------ Fixes -- General ------------------------------------------ Accuracy, cost, armor, sensitivity, camouflage values standardized for all man classes All MBT threat values now standardized All armor and air unit cost now standardized All armor and aircraft accuracy now standardized A-10 no longer fires explosive rounds (improves performance) ------------------------------------------ Other Changes -- Realism ------------------------------------------ UH-60 no longer has radar Sensitivity bumped up to 2.2 on all spec op classes to better reflect their elite nature Realistic speed values implemented for the following: A-10, Su-25, UH-60, AH-1, AH-64, Mi-17, Mi-24, Ka-50 Realistic muzzle velocities implemented for the following: SMAW, M136, PG-7VL, PG-7VR SMAW launch volume increased ------------------------------------------ Added/Deleted Classes ------------------------------------------ Added CfgAmmo.EECP_PGU14B Added CfgWeapons.EECP_2A28 Deleted CfgAmmo.EECP_M240C Deleted CfgWeapons.EECP_Gun73 ========================================== v0.99 - 08/01/05 [Unreleased dev version] ECP v1.084 ========================================== ------------------------------------------ Updates/Changes ------------------------------------------ CfgModels updated stringtable.csv updated Updated to most recent version of Dreamline's EH system ------------------------------------------ Unit/Model Changes ------------------------------------------ BIS RPG > Suchey RPG-16D BIS "AT4" > RHS RPG-7V (PG-7VR) BIS LAW > LSR M136 BIS Carl Gustav > LSR SMAW ------------------------------------------ Other Changes -- Realism ------------------------------------------ New recoil system implemented AI weapon behavior tweaked JAM3 values adopted for new CfgAmmo classes ------------------------------------------ Other Changes -- Misc. ------------------------------------------ SoldierWAT given two rockets SoldierEAT given two RPGs Removed CBT Mgun clouds from armor classes (ECP effect now in use) ------------------------------------------ Added/Deleted Classes ------------------------------------------ Added CfgAmmo.EECP_PG16 Added CfgAmmo.EECP_PG7VL Added CfgAmmo.EECP_PG7VR Added CfgAmmo.EECP_SMAW_Mk6 Added CfgAmmo.EECP_545x39 Added CfgAmmo.EECP_545x39_Auto Added CfgAmmo.EECP_545x39_SD Added CfgAmmo.EECP_545x39_SD_Auto Added CfgAmmo.EECP_556x45 Added CfgAmmo.EECP_556x45_Auto Added CfgAmmo.EECP_556x45_SD Added CfgAmmo.EECP_556x45_SD_Auto Added CfgAmmo.EECP_762x39 Added CfgAmmo.EECP_762x39_Auto Added CfgAmmo.EECP_762x51 Added CfgAmmo.EECP_762x51_Auto Added CfgAmmo.EECP_762x51_MG Added CfgAmmo.EECP_762x54R Added CfgAmmo.EECP_762x54R_MG Added CfgAmmo.EECP_9x18 Added CfgAmmo.EECP_9x19 Added CfgAmmo.EECP_9x19_Burst Added CfgAmmo.EECP_9x19_Auto Added CfgAmmo.EECP_9x19_SD Added CfgAmmo.EECP_9x19_Burst_SD Added CfgAmmo.EECP_9x19_Auto_SD Added CfgAmmo.EECP_762x25 Added CfgAmmo.EECP_765x17 Added CfgAmmo.EECP_765x17_Auto Added CfgAmmo.EECP_44_mag Deleted CfgAmmo.EECP_RPG16Ammo Deleted CfgAmmo.EECP_RPG7Ammo Deleted CfgAmmo.FAL Deleted CfgAmmo.HKG3 Deleted CfgAmmo.CZ75 Deleted CfgAmmo.Beretta Deleted CfgAmmo.Glock Deleted CfgAmmo.GlockS Deleted CfgAmmo.Uzi Deleted CfgAmmo.IngramBullet Deleted CfgAmmo.Tokarev Deleted CfgAmmo.Skorpion Deleted CfgAmmo.RevolverBullet ========================================== v0.98 - 07/27/05 [Unreleased dev version] ECP v1.084 ========================================== ------------------------------------------ Updates/Changes ------------------------------------------ CfgModels updated CfgWeapons updated Added optional definition for choosing Russian officer dress: Flora or VSR and helmet or cap Added optional definition for choosing American officer dress: helmet or cap Added optional definition for choosing Russian soldier dress: Flora or VSR Added optional definition for choosing Russian grenadier dress: Flora or VSR Added optional definition for choosing Russian Spetsnaz dress: Sumrak or Gorka-S ------------------------------------------ Fixes -- Bugs ------------------------------------------ Fixed BMP-1/2 skirt texture problem Fixed PK ammo count ------------------------------------------ Unit/Model Changes ------------------------------------------ PK > RHS PK SVD > RHS SVD M21 > LSR M21 US sniper > LSR Ranger sniper (ghillie) RU soldier > RHS RFMI (VSR) RU grenadier > RHS RFMI (FLORA) RU medic > RHS RFMI (VSR) RU machine gunner > RHS RFMI (FLORA) RU RPG soldier > RHS RFMI (VSR) RU AT soldier > RHS RFMI (FLORA) RU AA soldier > RHS RFMI (VSR) RU engineer > RHS RFMI (VSR) RU Spetsnaz > RHS GRU Spetsnaz (Sumrak, hood) RU Spetsnaz (handgun) > RHS GRU Spetsnaz (Sumrak, bandana) RU sniper > RHS GRU sniper ------------------------------------------ Other Changes -- Realism ------------------------------------------ Mi-17 no longer has radar Mi-24 no longer has radar ------------------------------------------ Other Changes -- Misc. ------------------------------------------ All wound textures now defined in CfgVehicles.Man US sniper armed with LSR M24 (camo) Makarov PM "upgraded" to Makarov PMM RU officer & machine gunner armed with Makarov PMM ------------------------------------------ Added/Deleted classes ------------------------------------------ Added CfgWeapons.EECP_M24c Added CfgAmmo.EECP_S8x40 Added CfgAmmo.EECP_12_7x99 Added CfgAmmo.EECP_12_7x109 Deleted CfgModels.SUCHr_* Deleted CfgAmmo.Rocket57x40Kamov Deleted CfgAmmo.NSV Deleted CfgAmmo.EECP_NSV Deleted CfgAmmo.EECP_M2 Deleted CfgAmmo.EECP_DShK ------------------------------------------ v0.97 - 07/20/05 [Unreleased dev version] ECP v1.084 ------------------------------------------ --------------------- Updates/Changes --------------------- Created EECP_W.pbo Materials updated CfgModels updated Stringtable updated (Italian) --------------------- Bug Fixes --------------------- Fixed wound texture bugs Fixed UH-60 damage texture bug (introduced in 0.94) Fixed UH-60 gunner bug Fixed Bradley launch bug --------------------- Model Changes --------------------- FIA PV3S > CSLA Praga V3S FIA PV3S (ammo) > CSLA Praga V3S FIA PV3S (repair) > CSLA Praga V3S FIA UAZ (medical) > CSLA Praga V3S (medical) --------------------- Added/Deleted classes --------------------- Deleted CfgAmmo.Cannon30HE Deleted CfgAmmo.Cannon30AP Deleted CfgWeapons.Cannon30HE Deleted CfgWeapons.Cannon30AP Deleted CfgWeapons.Cannon30 ------------------------------------------ v0.96 - 07/13/05 [Unreleased dev version] ECP v1.084 ------------------------------------------ --------------------- Updates/Changes --------------------- Integrated ECP 1.084 core CfgModels updated CfgVehicleActions updated CfgMovesMC.States updated CfgWeapons updated CfgAmmo updated Materials updated --------------------- Model Changes --------------------- FIA soldier > CSLA Partisan (cap) FIA medic > CSLA Partisan (cap) FIA RPG soldier > CSLA Partisan (cap) FIA grenadier > CSLA FIA officer (cap) FIA AT soldier > CSLA FIA officer (cap) FIA AA soldier > CSLA FIA officer (cap) FIA officer > CSLA FIA partisan FIA officer (night) > CSLA FIA partisan FIA machine gunner > CSLA FIA machine gunner FIA sniper > CSLA FIA Sniper FIA hunter > CSLA FIA Sniper FIA crewman > CSLA FIA APC Crew FIA pilot > CSLA FIA Pilot RU pilot > CSLA RU Pilot FIA Jeep > CSLA GAZ-69 (open) FIA UAZ > CSLA GAZ-69 (closed) RU BMP AMB > CSLA MT-LB AMB RU T-72 > CSLA T-72B RU T-80 > CSLA T-80B M2 (east) > CSLA DShK --------------------- Added/Deleted classes --------------------- Added CfgRecoils.revolverSingle Added CfgRecoils.IngramSingle Added CfgRecoils.IngramFull Added CfgAmmo.KozliceBall Added CfgAmmo.KozliceShell Added CfgAmmo.HuntingRifle Added CfgAmmo.GlockS Added CfgAmmo.RevolverBullet Added CfgAmmo.IngramBullet Added CfgWeapons.KozliceBall Added CfgWeapons.KozliceShell Added CfgWeapons.Kozlice Added CfgWeapons.GlockSBase Added CfgWeapons.GlockSMag Added CfgWeapons.GlockS Added CfgWeapons.IngramBase Added CfgWeapons.IngramMag Added CfgWeapons.Ingram Added CfgWeapons.RevolverBase Added CfgWeapons.RevolverMag Added CfgWeapons.Revolver Added CfgWeapons.HuntingRifleBase Added CfgWeapons.HuntingRifleMag Added CfgWeapons.HuntingRifleBase Added CfgVehicles.Hunter (merged fron Hunter.pbo) Added CfgVehicles.SoldierGSniper (merged from O_WP.pbo) ------------------------------------------ v0.95 - 07/10/05 [Unreleased dev version] ECP v1.079 ------------------------------------------ -bn880 tracers added to config -BIS tracers made invisible for all weapons -Dreamline EH system implemented ------------------------------------------ v0.94 - 07/04/05 [Unreleased dev version] ECP v1.079 ------------------------------------------ -Corrected GAU-8 ammo load out (1,100 rds) -CSLA scripts updated -Mi-24 : CSLA Mi-24P -Ka-50 : CSLA Ka-50 -UH-60 : CSLA UH-60A -UH-60MG : CSLA UH-60A MG -BMP-1 : CSLA BMP-1P -FIA BMP-1 : CSLA BMP-1 Res (Camo) -Created EECP_Sounds.pbo -Created EECP_Scripts.pbo ------------------------------------------ v0.93 - 06/13/05 [Unreleased dev version] ECP v1.079 ------------------------------------------ -Sa-58 optics fixed -XM177S > Earl M4A1 Reflex -East/West/Resistance machine gunners now carry sidearms -East/West snipers now carry sidearms -Definition EECP_UNIT_STATUS added to allow simple hiding/showing of additional EECP units ------------------------------------------ v0.92 - 06/06/05 [Unreleased dev version] ECP v1.079 ------------------------------------------ -Fixed CfgWeapons.EECP_Makarov string values -Fixed BMP-1 and BMP-2 cargo animation bug -Fixed CfgVehicles.SoldierESaboteurPipe loadout problem introduced in EECP 0.90 -Removed all JAM2 dependancies -Mortar re-added as usuable ammo for M4 (for compatability reasons) -Deleted CfgWeapons.EECP_KORD, CfgAmmo.EECPKORDAMMO -Deleted CfgModels.KORD -Deleted CfgModel.BASDeltaGorro EECP_RSC.pbo -Removed remaining traces of JAM smoke models ------------------------------------------ v0.91 - 06/01/05 [Unreleased dev version] ECP v1.079 ------------------------------------------ -Completely rebuilt CfgVehicles to deal with issues introduced in EECP 0.90 -Fixed all CfgVehicles bugs related to new ECP sound definitions -Fixed ReloadAnimations bug introduced in EECP 0.50 in CfgModels\Cobra, CfgModels\Vulcan, CfgModels\Mi24 -Fixed CfgWeapons\CBT_M2_50cal EECP_M2 dependancy -EECP_SoldierWG will no longer show up in the editor--It has been hidden as it was supposed to have been -Changed scope definitions appropriately of children of EECP_SoldierWB class ------------------------------------------ v0.90 - 05/22/05 [Unreleased dev version] ECP v1.079 ------------------------------------------ -Integrated ECP 1.079 core -Integrated new ECP sound definition format for most modified classes -Removed KORD1.02 had a huge number of changes as well including the inclusion of King Homer's armored weapon scripts, a bunch of RHS-related things, and a bit of script optimization. 1.04 was intended to be my public release. Roughly 95% of the models and textures were included in the EECP_RSC.pbo (with the permission of every author, something that certain other mods failed to get,) thus keeping the file size down (only the needed textures/models were included.) Everything else was to be included in a self-installer. Unfortunately, I really cannot even release it as it is. It requires some significant optimization, I think. Performance is quite poor in places, but I was saving that for v1.03. In any case, I apologize to anybody that was waiting for me to finish. I'd also like to thank some people for their help: -Dreamline (did a lot of behind the scenes work on EECP and took a huge amount of the 0.9x development burden off of me) -The EECP testing team (Bearclaw, Dreamline, ixnaymu9, kikill, TA-50, voodzia, Shadow) -The EECP translation team (Kikill [French], Q, Kai, Caiburn, etc. [German], Voodzia [Polish], klavan [italian], Bearclaw [swedish]) -The entire ECP team (all were helpful throughout the development process) -The BAS team, the CSLA team (Maa especially,) the RHS team, King Homer, Laser, the JAM/CAVS guys, and every other modder that went out of their way to be helpful to me.
  13. Taconic

    EECP - Enhanced ECP

    Just as I was getting ready to set some time aside to finishing up, things got a lot worse. Things are a bit of a mess here right now. I mean a real mess. I do fully intend to finish, though. I've gone through my dev stuff a few times to see where I am... I have wanted to get going again, but lately I just haven't had the amount of time I need to make it productive. If I start something and don't get back to it for a week or two, I'll probably wind up needing to start over simply because I work in a messy state and will likely not be able to pick up where I left off. So I haven't forgotten and I will finish, hopefully sometime soon. Things should settle down here in 1 - 2 months... And hopefully when the dust clears, I'll have the time I need to get everything wrapped up and updated. I am sorry for the wait, though. I worked through the Spring and Summer and had late October as the absolute deadline for a release. The problem is that things started to go south in October, so I never got to finish...
  14. Taconic

    EECP - Enhanced ECP

    Someday. Sorry it's taking so long. I've just been having a difficult time with things since fall and haven't really gotten much work done. I do intend to release it, though. I worked on the update almost every day for six months straight before things sort of fell apart, so I did put a lot of work into it and don't really want it to go to waste. If worse comes to absolute worst, I'll just crush the remaining bugs and release it "as is." If it doesn't look like I'm going to be able to put significant amounts of time into it over the next few months, that's what I'll do. I could release an updated version later. I'm glad to see that people still care, though.
  15. Taconic

    EECP - Enhanced ECP

    Sorry I've been gone. I'm not dead or anything, I've just been away for a bit.The project isn't dead and I intend to get it wrapped up. After checking ofp.info for the first time in two months, I see that there have been a lot of new releases... I'll have to take some time to get up to speed and possibly work some new things in. No ETA at the moment, but Christmas would be doubtful. Sorry to everyone that has been waiting, but various things have kept me from getting much work done lately. I did work all summer and had every intention of releasing it in the fall, so I'm rather annoyed that I essentially worked for 6 months straight and have nothing to show for it yet. On the plus side, it looks like AA is 4 - 6 months away, so I have plenty of time.
  16. Taconic

    EECP - Enhanced ECP

    Sorry, I've been having a bad time lately. You can definitely give me a hand. That would actually be a huge help. Thanks. I'll get in contact with you soon.
  17. Taconic

    EECP - Enhanced ECP

    Nope... I was planning to make some changes, but there is just no time. I was planning on finishing everything up by last Tuesday, but the proverbial shit hit the fan on Monday, which prevented me from doing that. I don't know when I will be starting up again. There's hardly anything left to do at all... All I really need in order to finish is just one day where I can devote myself to it, but I don't know when I will be getting one of those.
  18. Taconic

    EECP - Enhanced ECP

    Not in this version. I'd have to spend time looking to see if that's even practical to do.
  19. Taconic

    EECP - Enhanced ECP

    Thanks. That's helpful for something else...But for human machinegunners, I need the name of the actual machinegunner's class. (imaginary example: LSR_Ranger_M249Gunner)
  20. Taconic

    EECP - Enhanced ECP

    It's OK. Shoot me a PM when you get it up. And now... A request for a little assistance If anybody would like to help ensure that certain features in this version of EECP are compatible with a wide variety of addons, I'll need a little help simply because I don't have time to get this information myself. Info I need: 1: EXACT class names for 3rd party snipers/special forces/spetsnaz/etc. (basically, anything with a sniper rifle, SMG, or suppressed weapon) 2: EXACT class names for 3rd party machine gunners. 3: EXACT class names for 3rd party tank armament (main cannon only.) If you guys provide me with class names, I can make a couple effects work properly on many other units. I don't care where they're from... SEB, BAS, LSR, RHS, etc... Anything people would like to see working correctly in EECP. I just really don't have time to dig these names out myself, so any help here would be appreciated. Just give me the class names and a brief description of what they're for and I'll include them. *edit: Found a way around the fourth problem without requiring additional class names. A bit of a kludge, but it will work for anything that doesn't overwrite init EHs.
  21. Taconic

    EECP - Enhanced ECP

    Yup. That's one of the last things I have to do. Other than CAVS, the only sort of time-consuming thing that I have left is sorting out a scripting issue. If I have time, I plan to make weapon/armor values configurable... CAVS would be default, but people would also be able to select the SIG system if they prefer it. I don't know if that will make the cut for this version, though. I'm very close to wrapping things up and don't want to hold up the release any longer.
  22. Taconic

    EECP - Enhanced ECP

    Just so you guys know, I've been moving again for about 5 days now. I've polished off a few lingering things. I'll say "no" to that, but that's all I'll say. I won't confirm or deny anything else until very near to release. If it works out, it should be a very nice surprise.
  23. Taconic

    ECP 1.085 Released!

    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.
  24. Taconic

    EECP - Enhanced ECP

    No date has been given.I've honestly been out of it for about two weeks now. I haven't done any work because I've been sick. I'm planning to start back up today or tomorrow, though. It includes all ECP features. It will have an installer. Dreamline has been working on it for me, but he's been swamped with work, so that has also kind of stalled for the past couple weeks.As for special things... Well, there may be a very special thing included in it. Something that has been very anticipated for a very long time from a respected addon team... However, before I say any more, I just want to double-check with the people in question to make sure there are absolutely no misunderstandings. If everything goes as planned, though... I think people will be in for at least one very big surprise.
  25. Taconic

    EECP - Enhanced ECP

    Sure, you can PM me any info you'd like. I may be able to use some of it (probably not in this release, though.)
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