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zayfod

Former Developer
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About zayfod

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    BISim Developer

core_pfieldgroups_3

  • Occupation
    Lead Designer Bohemia Interactive Simulations

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  1. zayfod

    Sound or Graphics

    IMO sound. *The ear is quicker than the eye. *The ear encompasses 360 degrees, the eye does not. *Good sound can relieve graphical expectation and make its job easier by painting pictures in your mind of things; Â Â Â Â Â Â Â Â you can't see (inside buildings, behind hills or walls) Â Â Â Â Â Â Â Â that can't be drawn by any current graphic engines (individual multiple shrapnel impacts, ambient wildlife in forests, wind blowing through foliage) the list goes on.
  2. zayfod

    ArmA mod listing thread

    ECP is not a total conversion mod nor a unit replacement mod, and ECP is gearing up for ArmA.
  3. zayfod

    Clouds

    Cloud shadows on the landscape would be very cool. It would add real depth to the view.
  4. zayfod

    ECP 1.085 Released!

    This is a onMapSingleClick issue, all addons that use this command have the same issue with 'onMapSingleClick' when used concurrently if they require different values at the same time. Solution for now is to disable ECP AI release and ECP Helo coms in your ECP_settings.sqf. They both use OnMapSingleCLick. ECP_AI_release_enable -> false (ECP_public set [36, false]) ECP_helo_coms_enable -> false (ECP_public set [50, false]) Alternatively, in a MP situation for the MAP you should de-pbo the map and in the init.sqs  add this one-liner <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[_x,false]}forEach[36,50] This way AI release and Helo commands will only be disabled for that particular map. Hope this helps
  5. zayfod

    Latest screenshots available

    Wow! These look stunning . Thanks for the pics. The only thing that worries me is the lack of shadows for the objects in the background. Look at the building and the palm trees on that sandy area there, in the background. Where have the shadows all gone? Is it an LOD thing? The palm trees and that building should be casting a shadow to the right, yes? http://www.armedassault.com/shots/arma1.png One other thing, I find it odd that the shadows on the ground (soil) are so light, they seem dark enough when they meet that road (tarmac) but are too light when cast on the soil. My 2 cents. Apart from that they are simply outstanding.
  6. zayfod

    US DSAI Extension v1.1

    Thanks. Great work!
  7. zayfod

    Latest screenshots available

    Be nice if the fountains work, can't see anything yet. look for fountain in BG Beaut pics btw, thanks.
  8. zayfod

    background radio noise

    Hell yeah! Now that's what I'm talkin about!
  9. zayfod

    M1A2 SEP 3.0

    Righto, just tested this baby, gorgeous btw  . Now, that code error has nothing to do with ECP. I reproduced the same error using ECP 1.085, ECP 1.085e and more importantly Vanilla OFP RES (no mods). To reproduce the error simply fire a sabot round as close to yourself as you can on the ground (I did this on desert island). When you hit the ground away from your position you will get no error, but hit the ground close to yourself and you will get the error. This is consistant for me in Vanilla OFP. Perhaps this is due to failure of point of impact acquisition due to close proximity? Maybe the drop code fails to get the object origin? At any rate its a small issue, top job on this baby! Zay
  10. zayfod

    M1A2 SEP 3.0

    Congrats on this beauty mate! Looks stunning. @King Homer, could you grab the ECP 1.085e update and tell me if there are any issues? (Back up your old ECP_effects.pbo) It's only 2.5 Mb - check my sig. It would be quicker for you to do this than for me as I've only 56k  . I'll download your tank and the required addons as soon as I can. Cheers Zay
  11. zayfod

    ECP 1.085 Released!

    Hi EvEnLeaSe44, that code is not ECP code so I have no quick answer for you. I can say that the 1.085e patch was tiny and should not be the cause for any major issues. All the 1.085e patch does is check an objects ID before the getpos command is allowed to be used on it within a certain part of code. If it's a third party addon (tank) I would recommend putting this to the author also. Does the error occur every time it fires?
  12. zayfod

    ECP 1.085 Released!

    Great stuff, thanks!
  13. zayfod

    ECP 1.085 Released!

    Hi Messiah, My guess is that it's nothing to do with ECP's getout EH (which handles the ECP HALO), intead it's, as Komuna says, that the games logics are being handled by  "\ECP_Effects\init.sqs". This was something we discovered a while back when mission designers attempted to manually add ECP eventhandlers using our 'trigger' method to units that were not ECP compliant. When 'thing' objects and/or logics were included in the trigger and were handled by  "\ECP_Effects\init.sqs" the result was a ctd. We have found the problem and Komuna has a fix for it which he will probably  include in the next full ECP update - that being 1.086 or higher. Though I don't presume to speak for Komuna so it would be best to PM him about that It may be something else entirely, but thats where I would place my money. EDIT: Don't forget that you should have included this code in your init EH <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_this call ECP_EH_handler_init; That code is required to add ECP EHs to units that are spawned during the game after it's already started. It also means they are included correctly in ECP arrays etc. <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 { init  = "_v=_this select 0;if(format[{%1},ECP_path]=={scalar bool array string 0xfcffffef})then{_0={ECP_INIT}createVehicle[0,0,0]};if(format[{%1},count ECP_addUnitsArray]=={scalar})then{ECP_addUnitsArray=[]};if!(_v in ECP_addUnitsArray)then{ECP_addUnitsArray=ECP_addUnitsArray+[_v];};_this call ECP_EH_handler_init;UKF_CreateProxyAT=loadFile""\UKF_WMIK\scripts\UKF_createProxyAT.sqf"";_this call UKF_CreateProxyAT;_v exec""\UKF_WMIK\scripts\UKF_init.sqs"";_this exec""\UKFLRGPMG\numbers.sqs"";_this exec{\UKFLRGPMG\gasgauge.sqs};_this exec{\UKF_WMIK\init.sqs};_v addEventHandler[{engine},{(_this select 0)exec{\UKFLR_90GS\Driver.sqs}}]"; engine = "_this exec {\UKF_WMIK\reverse.sqs}"; fired  = "_this call ECP_EH_handler_fired; if((_this select 4)==""ukf_mcar_dummymilan"")then{deleteVehicle(nearestObject[_this select 0,_this select 4]); _this exec""\UKF_WMIK\scripts\UKF_getAmmo.sqs""}else{[_this select 0,_this select 4,4000]call UKF_realbullet;}; _this exec""\ukf_wmik\scripts\ukf_eject.sqs"""; }; };
  14. zayfod

    ECP 1.085 Released!

    The one thing that comes to mind is to ask the question - do you really need so many addons loaded at once? This doesn't solve your problem ofcourse, but one of the main purposes for mod folders is to limit the amount of addons loaded at any one time so that you have only loaded that which you require to play a particular map/campaign. For example, when I play at OGN server we have a general mod folder for ctf/coop nights and another for cti nights so we only load exactly what we need to play the maps at that time. Â At this stage I would recommend simply trying to find, through process of elimination, those addons that are causing the issue. If it is not due to any one particular addon then you should try and figure out what the size limit is for addons when using ECP on your PC. I don't think we encountered anything like this in beta testing and I know I certainly haven't The fact is it could be any number of things, including your vid card drivers and/or your OS setup. You are using -nomap and that is normally the answer to many of these issues, so leave the question open here on the forums and hopefully someone has had a similar issue that they have solved. But like I said, try to see if it's a particular addon/island and we can take it from there.
  15. zayfod

    ECP 1.085 Released!

    Hi NSX, does ECP run ok when you run it on its own with no addons? Are you using the command '-nomap' in your shortcut? I recommend that you do. Please show us what your shortcut commands look like. Are you using any other Mods that have modified configs concurrently when using ECP? I recommend that you don't. The best thing to do would be to get ECP running correctly then start adding your extra addons to the addons folder one by one until you see which one causes the issue. Most people use ECP with a great number of third party addons without any problems at all. Also post your computer specs.
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