OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Zayfod on 24 Jul 2005, 12:10:52

Title: ECP 1.085 released!
Post by: Zayfod on 24 Jul 2005, 12:10:52
Ladies and Gentlemen, boys and girls, officers and grunts, snipers and tankers, and all of the OFP community! Our publicity run is over, the leak has done his job  ;), when he ran out of steam we were all very keen to push it some more so we worked with ACE, the best actor the web as ever seen, he laid the clues and it worked a charm. To those of you that failed to download the leaked  ECP full installer and went on a crazy, killing, night rampage as a result, we are truly sorry. So now forgive us, and enjoy the ECP download free of the worry that it will be shut off and cancelled.

It has been a very long time coming, and this day fills me with pride but also sorrow, for today we release the ECP but I must also announce that a fine and outstanding team member has moved on. RED, whom we all know and love as the wise, witty, and outspoken ECP Team member has left us. He has given much to the project and we will miss him. His past leadership and down right stubborn attitude was a large factor in the very first ECP being released. Without RED, the ECP would not be what it is today. Take care mate.



Now,
without further delay I am enormously happy (and relieved) to give you ECP 1.085 !

Play it wisely with speakers on full bore, windows open, on a 52 Inch screen.

O btw....from me Zayfod and all the ECP Team, here's a big  WOOOOOSAAAAA!

Please visit the ECP Web Page (http://www.ofpec.com/editors/ecfg/) for all download links of the installers.

ECP 1.085 Fountain FX HOT FIX.

In order to stop ECP fountain effects displaying on some third party addon objects please follow these steps. Before you make any alterations you may want to back up your Main config.cpp as a safety measure.

1) Open the ECP Main config.cpp with notepad, this is found in the  \@ECP\Bin folder.

2) Scroll down until you find this code:

Code: [Select]
// PBO release path
#define ECP_FOUNTAIN_EH_INIT "IF (format[{%1},ECP_path] == {scalar bool array string 0xfcffffef}) THEN {ECP_path = {\ECP_Effects\}};_this exec format[{%1fountain\ext_fount_init.sqs},ECP_path]"

3) Overwrite that code with this code:

Code: [Select]
// PBO release path
#define ECP_FOUNTAIN_EH_INIT "IF (format[{%1},ECP_path] == {scalar bool array string 0xfcffffef}) THEN {ECP_path = {\ECP_Effects\}};if ((typeof (_this select 0)) in [{Fountain},{FountainNew}]) then {_this exec format[{%1fountain\ext_fount_init.sqs},ECP_path]}"

4) Save, and exit.

ECP fountain effects should now only appear on fountains.

Tips for Dedicated Servers Only

Do not run a Dedicated Server using  ECP DynamicRange configuration. This may cause MP issues if non DynamicRange ECP clients connect concurrently with DynamicRange ECP clients and/or non ECP clients .

We recommend all Dedicated Servers to run a non DynamicRange ECP configuration. This will happily serve both DynamicRange and non DynamicRange ECP clients, for that matter it will also happily serve non ECP clients.

Server admins should confirm that their Dedicated Server config.cpp sound setup is set accordingly:

Code: [Select]
//ORIGINAL
#include "sound.h"

//DYNAMIC RANGE - requires DR addons!
//#include "Sound_dr.h"


Also note that the following files should not be installed on a Dedicated Server

* DynamicRange.pbo
* ECP_DR_extra_sound.pbo
* ECP_DR_extra_sound_2.pbo
* ECP_DR_extra_sound_3.pbo
* ECP_DSAI.pbo
* ECP_DSAI_2.pbo
* ECP_Effects_Sounds.pbo
* ECP_rus_land_rc.pbo
* ECP_us_air_land_rc.pbo
* ECP_us_air_rc.pbo
* ECP_us_land_rc.pbo

Having them on the Dedicated Server will not break anything, but it will waste the servers resources as they are simply sound files taking up the servers ram.
Title: Re:ECP 1.085 released!
Post by: Shadow=ASP= on 24 Jul 2005, 12:18:27
OMG  :o
Does that mean I can stop uploading installers now?  ;D (internal joke)
Everyone, you really do want only the full installer  :thumbsup:
Enjoy!
Title: Re:ECP 1.085 released!
Post by: MachoMan on 24 Jul 2005, 12:32:07
 ;D  ;D  ;D
Title: Re:ECP 1.085 released!
Post by: klavan on 24 Jul 2005, 12:52:21
:o
D/L now....
This was the most original way I've seen 'till now to release a release!!!!!
And what a release!!!!!!
Thank you guys!!!!!
Klavan

I'm releasing......joy!
Title: Re:ECP 1.085 released!
Post by: MunkD on 24 Jul 2005, 12:54:47
1.085 Full Mirror (http://www.edgefiles.com/files/20427.html) from RAAB (http://raab.ofpcentral.co.uk)
Title: Re:ECP 1.085 released!
Post by: Raptor_ofpc on 24 Jul 2005, 13:05:21
Thanks ECP TEAM!!!!!
Big thanks, great Mod!
once of the best!

It tested it yesterday and amazing!

here my offer for you:

Full pack Mirror of v.1.085 (http://hx3.de/files/ofpc/mods/ECP%20v1.085%20(Full%20Installer).exe)
from OFPcenter (http://www.ofpc.de)

Thanks,

Best regards
Raptor:)
Title: Re:ECP 1.085 released!
Post by: Garcia on 24 Jul 2005, 13:15:45
Errm, why is it that someone got a 133 Mb installer, the ECP homepage says the installer should be 137 Mb, but I got a 130 Mb installer? :o
Title: Re:ECP 1.085 released!
Post by: Artak on 24 Jul 2005, 13:17:33
Just when you think the summer time is at it's slowest in the OFP community, the ECP boys strike back.  :thumbsup:

OFP Team Finlanders (http://www.ofptf.net) Full installer mirror (http://www.ofptf.net/files/addons/misc/ECP%20v1.085%20(Full%20Installer).exe)
As said on the ECP page.
Title: Re:ECP 1.085 released!
Post by: wcrvieira on 24 Jul 2005, 13:24:11
 ;D ;D ;D ;D ;D ;D ;D ;D 8) 8) 8) 8) 8)

Hehe... ECP running on my machine is something so beautiful...Speechless!
Guess Ill have to take the pc to the beach too! :P

Now yeah, this is how the game was meant to be played!

NBR Out!
Title: Re:ECP 1.085 released!
Post by: ollestolpe on 24 Jul 2005, 13:32:43
Quote
Errm, why is it that someone got a 133 Mb installer, the ECP homepage says the installer should be 137 Mb, but I got a 130 Mb installer

Because IExplorer's download windows calls it 130mb while Windows Explorer calls it 133 while if you rightclick it it says 137 119 503 bytes.

So, same size different ways to meassure. Just like when I tell people about my fishingtrips.
Title: Re:ECP 1.085 released!
Post by: HuNtA on 24 Jul 2005, 13:39:30
woo! thats worth logging in to post for  :P
Title: Re:ECP 1.085 released!
Post by: ollestolpe on 24 Jul 2005, 14:08:10
Quote
woo! thats worth logging in to post for

woo! thats worth logging in to post for...  ::)
Title: Re:ECP 1.085 released!
Post by: 456820 on 24 Jul 2005, 15:23:19
at long last downloading now
cant wait
Title: Re:ECP 1.085 released!
Post by: Zayfod on 24 Jul 2005, 15:30:50
at long last ....

yer tell me about it  ;D
Title: Re:ECP 1.085 released!
Post by: 456820 on 24 Jul 2005, 16:55:25
WOW this is bloody amazing so many effects so little lag
so much detail in everything craters around destroyd tanks, smart ai, the voices ai say are great everything is great
if in doubt of downloading it dont bother looking at a video just download it

just one thing whilst in a tank and infantry throws a smoke shell you ca target the smoke it says something like 'Ai cover wall' or something like that

thankyou so much for making this great work put it by everyone involved

Also i remember a post where guilty roach says replace the low altitude voice with a really sexy women's voice, i see what you were trying to there but not sexyer enough lol

great work
Title: Re:ECP 1.085 released!
Post by: Gooner861 on 24 Jul 2005, 18:20:47
Ooooooooo must download this :D
Title: Re:ECP 1.085 released!
Post by: crave22 on 24 Jul 2005, 22:50:14
*Clicks download movie. Watches. Jaw drops 1m. Clicks download. Waits... Launches OFP w/ ECP, jaw drops additional 1m. Opens mission w/ large battle. Jumps for joy.*  ;D

*Computer Crashes* ???

*Kicks computer. Screams obscenity. Goes in corner and cries.* >:( :'(

Nice job, guys!
Note to self, get faster computer. ::)
Title: Re:ECP 1.085 released!
Post by: W0lle on 25 Jul 2005, 01:41:30
Wow... just played 2 MP missions with it - I'm still speechless  ;D

The long wait was definitely worth it, thanks very much to the whole ECP team.

2 questions I have right now though (with many more following maybe):

- How can I add the radio chatter to other non-default vehicles (like the Combat! Addons for example).
- What exactly must I do to add the nice effects to my own Islands. Editing the ECP_Island_Settings.sqf file of course but I don't understand the island matrix thing  ???

Title: Re:ECP 1.085 released!
Post by: Killswitch on 25 Jul 2005, 02:05:37
Lovely stuff, guys. A big thankyou and congrats on the new ECP!

Now, upon checking it out, I noticed this saddening thing:
Quote
ECP currently only works on Windows servers, the linux server has some unexplainable issues we are currently trying to fix.
Naturally, that was completely unacceptable to me so I decided to find out why and fix it. 8)

Let me guess, you've had problems with preprocessFile not loading ECP_settings.sqf, right?

The reason
After spending a few hours hammering at the ofp linux server and using strace, I found out why. preprocessFile in the Linux OFP server seems to work differently from the one under Windows. The nifty trick with "..\something\other.sqf" doesn't work since the OFP linux deddy cant find the file.

Reason: the ofp server, on seeing
Code: [Select]
call preprocessFile "..\@ECP\ECP_Settings.sqf";will try to open a file named
Code: [Select]
"scripts/../@ecp/ecp_settings.sqf"That will fail, since there's no folder named "scripts".

The solution
In the folder where you have the ofp server installed, create a new folder named "scripts":
Code: [Select]
mkdir scripts
Voilá! Problem solved, it seems  ;D

I have yet to see any ill effects on this (I was worried the scripts in dta/scripts.pbo would be affected, but they're ok so far). However, further testing is needed. I'll report back if any problems pop up.

ECP+Linux hosting recipe
This of course assumes you already have the ofp server installed and set up alright. I'm not about to write a tutorial on that.
Title: Re:ECP 1.085 released!
Post by: Zayfod on 25 Jul 2005, 06:03:08
Love your WORK!
*HUGS*

Shad will get onto this right away I'm sure. Big thanks.  :D
Title: Re:ECP 1.085 released!
Post by: Flaber on 25 Jul 2005, 10:56:43
First of all, congratulations for this excelent mod.

Second, I'm trying to make my addons compatible with the ECP, but I have one problem

I need the init eventhandler in the vehicles because I'm using random numbers, and i would like to know if it's posible to start manualy the ECP init with my own init: example:

class EventHandlers:ECP_eventHandlers
{
Init = "ecp_init.sqs ; _this exec {\MTP_scripts\numeros.sqs}";
}

replacing ecp_init.sqs with the right sentence

same with other evenhandlers.
Thanks
Flaber

Edit: I got the answer in bis forums: here it is:

class EventHandlers:ECP_eventHandlers
{
Init = "_this exec (ECP_path+{init.sqs}); _this exec {\MTP_scripts\numeros.sqs}";
}
 
Thanks RED
Title: Re:ECP 1.085 released!
Post by: AHMzzz on 25 Jul 2005, 11:08:20
First Amazing work guys nothing short of it.

but,.. well I never thought I would do this but it is time to finde those OFP tweaking pages so maby I can run big missions in ECP with reasnoble fps :-\ :'(

anyway great job guys I started to try every thing and every unit in the editor just like the first time I brought OFP  :) :P truly it is a new game now.

also great acting for ACE you almost got me there but I got the leaked one anyway great job :thumbsup: ;)
Title: Re:ECP 1.085 released!
Post by: Zulu_86 on 25 Jul 2005, 18:04:18
Hi, sorry if this is the wrong place to post this.
I just installed ECP and tried playing it and it didn't really want to load. I got no further than the spash screen to begin with, then tried adding the "-nosplash" to the shortcut and got to "Wait a moment" - and then it stays like that forever basically.

I think OFP is a big buggy in general for me, but it's slightly annoying, the readme is talking about me not having to have a P4 3Ghz to get this to work - only I have a P4 3.4 and it don't work...
It's annoying since I'm sure OFP worked like a dream on my old machine...
I can get CSLA to load now, and it works for a while. But like I say ECP doesn't make it to the menu screen - neither does the Civil War mod I've tried.
It's probably my computer more than the mod, but if anyone can tell me where my computer's going wrong, I'd really appreciate it.

The specs:
Advent T11
Intel Pentium 4 3.4 GHz
512MB RAM
NVIDIA GeForce 6600
Xear3D CRL3D EAX2.0 A3D1.0

The Soundcard is built in which I heard somewhere may be an issue. If anyone can point me in the right direction, either to a better place I can post this, or where something very similar has already been answered, or just suggest what may or may not be wrong, that'd be great.
Sorry again if this is the wrong place to put this - the mod looks fantastic and I'd dearly love to play it. ;)

Thanks for your time. :)
Title: Re:ECP 1.085 released!
Post by: 456820 on 25 Jul 2005, 18:14:24
if you have a load of addons try using mod folders to seperate them all theres a tutorial in the editors depot that might help a bit
Title: Re:ECP 1.085 released!
Post by: Dane on 26 Jul 2005, 03:05:08
This MOD is awesome, i love the new speaking engine, i've really missed that in OFP since playing the BIA game which is a crappy game compared to OFP, but i did love the ai speaking shouting and screamin.
I't does add a lot to the atmospere.

One thing though, when running ECP with the CoC artillery addon i get this error message "sound coc_obhum not found"? Anybody else?

I do realize you can't give tecnical advice on other people's addons but i'm just interested to know if i'm the only one with this problem.

Edit. I only get the error message when running ECP, not other mods.
Title: Re:ECP 1.085 released!
Post by: 456820 on 26 Jul 2005, 08:13:32
also whilst playing it yesterday i noticed 2 things
1. Why do people have parties in the churches because of the flashing lights ?
2. i noticed 2 error messages one about _civ = something or other i cant remember them
but i know it wasnt me beecause i dont have a script saying _civ = and i was using ECP
Title: Re:ECP 1.085 released!
Post by: Zulu_86 on 26 Jul 2005, 10:16:39
if you have a load of addons try using mod folders to seperate them all theres a tutorial in the editors depot that might help a bit

I technically removed all the 3rd Party addons I had just to see if it would work and it actually did. Cheers :)
Playing around with bare BIS units is a bit of a drag, but the ECP stuff is just fantastic! ;D

Disappointing for me though because I thought I really didn't have that many addons to begin with, and considering CSLA worked with them, I still don't know why ECP wouldn't for me. :-\

Oh incidentally, I was playing around at night outside Churches and didn't see any lighting effects. Was I doing something wrong?
Title: Re:ECP 1.085 released!
Post by: 456820 on 26 Jul 2005, 10:40:02
it might depend where you are aswell i tried morton the church in their seemed to have parties lots of red flickering lights also why do the fountains glow ?
it just makes you visible in nigh missions i ususally hide near a fountain with bushes by the side i just lye down and shoot everyone now i cant they see me to quick
Title: Re:ECP 1.085 released!
Post by: Blanco on 26 Jul 2005, 11:15:03
also whilst playing it yesterday i noticed 2 things
1. Why do people have parties in the churches because of the flashing lights ?
2. i noticed 2 error messages one about _civ = something or other i cant remember them
but i know it wasnt me beecause i dont have a script saying _civ = and i was using ECP

Yup, I saw it too.

I believe it was civ = _d


Quote
One thing though, when running ECP with the CoC artillery addon i get this error message "sound coc_obhum not found"? Anybody else?

I have that message with and without ECP. I think it's a missing sound in the obelisk.

Title: Re:ECP 1.085 released!
Post by: Ryu on 26 Jul 2005, 14:37:33
Loving it so far.

Is there a list of dedicated servers that use ECP?

Anyone know any good servers that use it?
Title: Re:ECP 1.085 released!
Post by: Dnailer on 26 Jul 2005, 16:08:14
Simply fantastic.

And a big huge thanks to Killswitch for the linux server tip.... Now I have *no* reason not to bring back my server.

Peace,
NAILER
Title: Re:ECP 1.085 released!
Post by: joemoemino on 26 Jul 2005, 17:28:03
ecp is awesome but the only thing i dont like is the ecp dynamic range sounds. the new sounds ofr the m16, aks and mgs are wierd sounding. other than that its awesome!

later on you should add car starting sounds and dr sounds for the rest of the weapons.
Title: Re:ECP 1.085 released!
Post by: Dane on 26 Jul 2005, 18:31:42
Quote
Quote:
One thing though, when running ECP with the CoC artillery addon i get this error message "sound coc_obhum not found"? Anybody else?
 
I have that message with and without ECP. I think it's a missing sound in the obelisk.

Weird though i only get the error when running ECP, and i can't preview my mission in the editor, so i have to createVehicle the obelisk a couple of seconds in mission, not a big problem though.
But even more strange is i tried removing references to coc_obhum in UA config.cpp just to see what would happen but i still get the error message?

But maybe i'm going offtopic here (sorry) because it seems to be the UA addon where the problem lies.
Title: Re:ECP 1.085 released!
Post by: jackass888 on 26 Jul 2005, 19:18:27
I LOVE ECP and it works very nice. I have seen every feature but the surrendering. By default it should be enabled?! I have battled for 3 days now and no single soldier has surrendered ???
Title: Re:ECP 1.085 released!
Post by: Batukhan on 26 Jul 2005, 19:57:43
Hello,
I'm having trouble with installing this thing.
In the installer, when i have to choose the OFP folder (it automatically searches it anyway), i can't press NEXT. The NEXT button is just gray.. u know. And my folder address isn't that bad either, it's P:\ofp
How can i solve this?

EDIT: Just noticed that it wants OFP: RESISTANCE directory, but i have GOTY. That shouldn't make a difference right?
Title: Re:ECP 1.085 released!
Post by: 456820 on 26 Jul 2005, 20:25:59
i have goty and ecp runs like a drem i just clicked next from where your up to  are you looking in a sub-folder in your ofp directory ?
Title: Re:ECP 1.085 released!
Post by: Batukhan on 26 Jul 2005, 20:39:00
Nope, just the folder it originally finds. Ok i made screenshots:
(http://www.oat.ee/olav/ecp1.GIF)
(http://www.oat.ee/olav/ecp2.GIF)

As you can see, i can't even select a folder while browsing.
Title: Re:ECP 1.085 released!
Post by: MachoMan on 26 Jul 2005, 20:59:04
You are the second one to have this problem, we are definately looking into it.
Title: Re:ECP 1.085 released!
Post by: Planck on 26 Jul 2005, 21:08:56
Just a thought here......might it have anything to do with XP and needing admin rights on the machine?


Planck
Title: Re:ECP 1.085 released!
Post by: Batukhan on 26 Jul 2005, 21:23:48
No, i have admin rights
Title: Re:ECP 1.085 released!
Post by: Kilo11 on 26 Jul 2005, 21:41:53
Im new to ECP, but I lvoe it so far.  But I have one question, how do you use the HALO units/scripts? I dont see any units nor any refrence in the readme on how to use them/initialize the script....

Anyone know?
Title: Re:ECP 1.085 released!
Post by: Knighty on 27 Jul 2005, 01:54:36
You are the second one to have this problem, we are definately looking into it.

.......now I'm #3
Title: Re:ECP 1.085 released!
Post by: Blanco on 27 Jul 2005, 04:49:25
Hello,
I'm having trouble with installing this thing.
In the installer, when i have to choose the OFP folder (it automatically searches it anyway), i can't press NEXT. The NEXT button is just gray.. u know. And my folder address isn't that bad either, it's P:\ofp
How can i solve this?

EDIT: Just noticed that it wants OFP: RESISTANCE directory, but i have GOTY. That shouldn't make a difference right?


I thought there was a zip version available without an installer.
 
Title: Re:ECP 1.085 released!
Post by: Zayfod on 27 Jul 2005, 13:32:47
Tips for Dedicated Servers Only

Do not run a Dedicated Server using  ECP DynamicRange configuration. This may cause MP issues if non DynamicRange ECP clients connect concurrently with DynamicRange ECP clients and/or non ECP clients .

We recommend all Dedicated Servers to run a non DynamicRange ECP configuration. This will happily serve both DynamicRange and non DynamicRange ECP clients, for that matter it will also happily serve non ECP clients.

Server admins should confirm that their Dedicated Server config.cpp sound setup is set accordingly:

Code: [Select]
//ORIGINAL
#include "sound.h"

//DYNAMIC RANGE - requires DR addons!
//#include "Sound_dr.h"


Also note that the following files should not be installed on a Dedicated Server

* DynamicRange.pbo
* ECP_DR_extra_sound.pbo
* ECP_DR_extra_sound_2.pbo
* ECP_DR_extra_sound_3.pbo
* ECP_DSAI.pbo
* ECP_DSAI_2.pbo
* ECP_Effects_Sounds.pbo
* ECP_rus_land_rc.pbo
* ECP_us_air_land_rc.pbo
* ECP_us_air_rc.pbo
* ECP_us_land_rc.pbo

Having them on the Dedicated Server will not break anything, but it will waste the servers resources as they are simply sound files taking up the servers ram.
Title: Re:ECP 1.085 released!
Post by: Batukhan on 27 Jul 2005, 15:06:16
Is it possible to download a zipped version of the mod?
Title: Re:ECP 1.085 released!
Post by: Batukhan on 28 Jul 2005, 00:49:01
Ok this is the weirdest thing. I just reinstalled Windows, and it STILL won't let me install, the same bug.
Title: Re:ECP 1.085 released!
Post by: Blip on 28 Jul 2005, 01:05:17
Thank you ECP Team!

I even started playing the original campaign over again just to see the effects.

Possible Bug?
I was in map editor playing around and I released a couple of units.  Then when I went to have them join my group the action menu was acting weird.  Release units was first in the menu, then the join action.  Well everytime I switched down to the join command it would immediately switch back up to the release action, in other words I couldn't really select the join command because it kept moving back to the release action.  

Blip :joystick:
Title: Re:ECP 1.085 released!
Post by: FullSpectrum on 28 Jul 2005, 04:22:56
Very nice work to everyone who helped with ECP.

The only thing that standed out was that it was using the standard BIS animations for the soldiers. A quick question are there any animation packs out there that are compatible with ECP.

Other that the above mention I found everything else to be great keep up the great work.
Title: Re:ECP 1.085 released!
Post by: Blanco on 28 Jul 2005, 06:12:33
OK, this is freaking weird  :P

When I place a woodfence (empty -objects,...it's a sandbag) in the editor and I destroy it with setdammage 1, the fence doesn't crumple anymore and no destroy sound either.
And it goes further...

When I debug the dammage of an intact fence via  the init...

Code: [Select]
hint format ["%1", getdammage this]
return is 0

But when debug in a radiotrigger or in the spectator console, return is 1 ???

What the hell happened with the woodfence?
I saw lots of strange things happening in the editor in these 4 yearsof editing but this is twilight zone!

Other then that, marvelous work, I love the AI shouting, it adds a lot to the atmosfere.  :)

 
Title: Re:ECP 1.085 released!
Post by: Dane on 28 Jul 2005, 06:45:57
OK, this is freaking weird  :P

When I place a woodfence (empty -objects,...it's a sandbag) in the editor and I destroy it with setdammage 1, the fence doesn't crumple anymore and no destroy sound either.
And it goes further...

When I debug the dammage of an intact fence via  the init...

Code: [Select]
hint format ["%1", getdammage this]
return is 0

But when debug in a radiotrigger or in the spectator console, return is 1 ???

What the hell happened with the woodfence?
I saw lots of strange things happening in the editor in these 4 yearsof editing but this is twilight zone!

Other then that, marvelous work, I love the AI shouting, it adds a lot to the atmosfere.  :)

 

I can confirm this except my return is 1 with the hint format in the init field.
Title: Re:ECP 1.085 released!
Post by: jackass888 on 28 Jul 2005, 10:16:40
Sanctuarys DMA Animation Pack works well with ECP 8)  And still i haven't seen anyone surrender. Is soldier surrendering very rare??
Title: Re:ECP 1.085 released!
Post by: Hawkins on 28 Jul 2005, 10:20:14
From what I've examined from the ECP_settings, the AI surrender is a 50-50 chance, and there's also some other conditions that need to be met in order for it to happen. :) I'm sure someone from the ECP can give you more information, but you can edit the surrender options in the ECP_settings so the AI will surrender more often.
Title: Re:ECP 1.085 released!
Post by: 456820 on 28 Jul 2005, 10:22:18
ive got ai surrendering on but they dont surrender ever or not that ive seen
also if they do surrender are they turned to captive or are they still shot at because if there cative that will stop east not present triggers wroking so youll have to find the prisoner then shoot him
Title: Re:ECP 1.085 released!
Post by: Zayfod on 28 Jul 2005, 12:37:29
OK, this is freaking weird  :P

When I place a woodfence (empty -objects,...it's a sandbag) in the editor and I destroy it with setdammage 1, the fence doesn't crumple anymore and no destroy sound either.
And it goes further...

When I debug the dammage of an intact fence via  the init...

Code: [Select]
hint format ["%1", getdammage this]
return is 0

But when debug in a radiotrigger or in the spectator console, return is 1 ???

What the hell happened with the woodfence?
I saw lots of strange things happening in the editor in these 4 yearsof editing but this is twilight zone!

Other then that, marvelous work, I love the AI shouting, it adds a lot to the atmosfere.  :)

 

ECP has altered sandbags so that AI will now fire over them without the map maker having to destroy them, this involved a config tweak and us setdamaging them to one.

Sandbags will no longer crumple up.
Title: Re:ECP 1.085 released!
Post by: Shadow=ASP= on 28 Jul 2005, 13:07:51
Just thought I might aswell post this link for those of you who don't feel like making the modifications yourself on a linux server.
Thanks to Killswitch for the assistance and explanations om how the penguin server works.
All you need to do is unzip this file to your OFP-root directory and add @ecp to your modfolder-line.
ECP for Linux servers (http://www.ofpec.com/editors/ecfg/current/ecp_1085_linux_server.zip)
Title: Re:ECP 1.085 released!
Post by: Batukhan on 28 Jul 2005, 17:11:13
Ok i know i'm a pain in the butt but could i have a zipped version?
Title: Re:ECP 1.085 released!
Post by: Blanco on 28 Jul 2005, 19:42:08
ECP has altered sandbags so that AI will now fire over them without the map maker having to destroy them, this involved a config tweak and us setdamaging them to one.

Sandbags will no longer crumple up.

OK, thx very good idea  :D
But what do I have to do when I play the mission without ECP, when I destroy them, they crumple and the become lower, so I have to setpos them a bit higher to give the units as much cover as possible. But when you play the mission in ECP the fence are setposed to high and ruines the whole gameplay.
I need to know how I can detect the mission is played in ECP...


 
Title: Re:ECP 1.085 released!
Post by: Zayfod on 29 Jul 2005, 04:19:34
The absolute fastest way to detect ECP:

init.sqs or unit init line, or self activating startup trigger.
Code: [Select]
Blancos_ecp_check = false

IF (format[{%1},ECP_path] != {scalar bool array string 0xfcffffef}) THEN {Blancos_ecp_check = true;hint "ECP is loaded"}

ECP_path is established instantly without delay upon start, it would be the most reliable and fastest way to establish if ECP is present.

 ;)
Title: Re:ECP 1.085 released!
Post by: Pravit on 29 Jul 2005, 08:11:37
This is an AWESOME mod! Love the new explosions, gun sounds, AI talking...I was playing an MP mission just now and I noticed an oddity. It's cool that now other players seem to be able to take command when you go down, with squad respawn. But the strange thing was that my new leader, one of the other players, was a dead guy. Well, not totally dead. He was still alive on his side, but on my side it showed his corpse sliding around on the ground as he moved around and shot his gun. I wasn't able to get a good picture of it, but you can see him in the linked pic there lying in the road(yes he's alive, he even shot one of the guys who jumped out of the tank).

http://img.photobucket.com/albums/v708/Pravit/ECP_MP.jpg
Title: Re:ECP 1.085 released!
Post by: 456820 on 29 Jul 2005, 08:44:55
ive got EECP aswell ECP i unistalled EECP and installed ECP but now i want to install EECP again so i did and it installed in the same directory wich i dont mind so i thought i could have ECP and EECP aswell by installing ECP on some other folder renaming it to @ECP and name EECP to @EECP but i townt let me extract it to a different directory then the default condemaster/operation flaspoint directory ?

EDIT -
Also can i get the dynamic range sounds from this pack on just plain ofp ? or do i need a special config for it ?
Title: Re:ECP 1.085 released!
Post by: Shadow=ASP= on 29 Jul 2005, 10:33:48
This is an AWESOME mod! Love the new explosions, gun sounds, AI talking...I was playing an MP mission just now and I noticed an oddity. It's cool that now other players seem to be able to take command when you go down, with squad respawn. But the strange thing was that my new leader, one of the other players, was a dead guy. Well, not totally dead. He was still alive on his side, but on my side it showed his corpse sliding around on the ground as he moved around and shot his gun. I wasn't able to get a good picture of it, but you can see him in the linked pic there lying in the road(yes he's alive, he even shot one of the guys who jumped out of the tank).

http://img.photobucket.com/albums/v708/Pravit/ECP_MP.jpg
I have seen this once (without ECP) so I'm guessing its not ECP-related.
Title: Re:ECP 1.085 released!
Post by: Killswitch on 30 Jul 2005, 10:14:23
Issue: dedicated servers say players "uses modified config file - cfg/CfgVehicles/ECP_MKII/"

Reason: server config.cpp has different scope for that class

Fix:
Add this to class ECP_MKII in the server config.cpp: (around line 16431)
Code: [Select]
scope=1;IMPORTANT
By "server config.cpp" I mean the config.cpp currently delivered in the dedicated server ECP archives available here (http://www.ofpec.com/editors/ecfg/#downloads)

(Of course, by the time you read this, the issue might already have been fixed.)
Title: Re:ECP 1.085 released!
Post by: Speculum on 30 Jul 2005, 16:48:53
Thanks ECP team, your new version is totally awesome, VERY stable and has breathed life back into the our old girl (OFP).  

I have to ask however, I have been massively playing the new release and have yet to see/hear 3 of the new effects mentioned.  

*  AI surrender (I seem to not be the only one to not see this)
*  Burning crewmen
*  Can't hear light house fog horns (but the lights are working).

Thanks for your feedback,

Spec
Title: Re:ECP 1.085 released!
Post by: 456820 on 30 Jul 2005, 17:19:49
i havent seen the Ai surrendeting either and im 100% sure its turned on
ive seen burning crewmen
nor have i seen the light house effects because i havent been near a light house
Title: Re:ECP 1.085 released!
Post by: Nemesis6 on 30 Jul 2005, 18:54:28
Units have a 50% chance of surrendering IF the following conditions are met:

* They are fleeing

* The squad has only 3 or 2 left total

* Any human player is close

* There are no friendly forces nearby

There are other conditions, but those are the main ones.
Title: Re:ECP 1.085 released!
Post by: Shadow=ASP= on 31 Jul 2005, 10:31:45
And you can adjust all that at the very bottom of ecp_settings.sqf :)
Title: Re:ECP 1.085 released!
Post by: junkie-xL on 02 Aug 2005, 11:20:57
hmm that's not a lot of feedback for such a groundbreaking enterprise

sure you all have some screenshots capturing new aspects of this release right?
Title: Re:ECP 1.085 released!
Post by: MachoMan on 02 Aug 2005, 17:04:29
Lol, you should check the official forums, there's planty of feedback there. I guess good ol' OFPEC ain't as populair as it used to be.
Title: Re:ECP 1.085 released!
Post by: Fragorl on 02 Aug 2005, 22:50:08
Perhaps people who would usually post on ofpec felt inclined to post on the official forums in this case, instead?
Title: Re:ECP 1.085 released!
Post by: nettrucker on 13 Aug 2005, 15:44:52
Hi everybody! ;D
Did some testing for a while now. I encountered some probs with random weather .I tried to disable the rw in the ECP settings. But it doesn't seem to work. It always start to rain after a couple of min. I wonder if anybody else experienced such kind of thing.

AI behaviour changes drastically when using Info share script. Skill level increases very much. I turned down the AI skill level to 0 in a mission, the enemy became kind of elite soldiers. It's harder to close on objectives you need to pay lot more of attention. Mission editing with ECP is very different now. I try to avoid using lots of triggers  with lot's of condition especially regarding  AI behaviour. Also making cinematics became different since some AI react differently now.

@ Tim Pink

I loved the soundtracks you did on the videos. really fantastic

@ Zayfod

My compliments for all the soundediting you guys did,. this is an exellent work. It added such a  great different atmosphere to OFP. You guys did a hell of a work, from weapons to radio chatter etc. I know some about sound editing, and I know how much hard work it is.

Special effects and scripting is outstanding. The best mod I've seen so far. Keep up this fantastic work.

Regards
nettrucker ;D

p.s posted the same in the BIS thread hope there's no problem with that.
Title: Re:ECP 1.085 released!
Post by: funkster on 17 Aug 2005, 07:39:01
Hey hey, just wanted to add my two cents.

First of all, of course, GREAT JOB!

The thing that most impresses me is the new sounds, OFP was badly in need of these really meaty gunfire effects. Its now scary to play with the sound up loud!


And also, I LOVE the way you guys made a 'printro' to the desert island scene at the start, it is total and absolute pure magic, the slow mo., so well coordinated with the music - awe inspiring. Camera work does not get any better than this.

Well done guys.
Title: Re:ECP 1.085 released!
Post by: AboutToDie on 19 Aug 2005, 16:06:55
Quick comment regarding the tank sounds... they seem very quiet! A few times a T80 has snuck up on me and I never even heard it till the last minute. Without the ECP sounds you can hear them coming a long way off, which sort of makes them more scary! All the other sounds are damn awesome though.
Title: Re:ECP 1.085 released!
Post by: pazuzu on 04 Sep 2005, 00:26:18
I've been told I can perminently disable some options in the config.

How do I do this?

Thanks.
Title: Re:ECP 1.085 released!
Post by: twisted on 05 Sep 2005, 09:32:22
i asked this in the main forums but due to the massive amount of comments there it seems to have been over looked.

anyway, 1st thanks for a most amazing mod. OFP has come alive to me in a big way. lovely.

however one of the features i was looking forward to very much was that of suppresion. it was mentioned in the ECP soon release thread (the one that lasted almost a year :) )

but i find no mention of it now. so i must ask - is suppression in and does the AI react to suppressing fire and take cover?

thank you again for one of the best mods for OFP ever.

 ;D
Title: Re:ECP 1.085 released!
Post by: 456820 on 05 Sep 2005, 17:27:46
Great Mod but 2 things
1. How could i impliment the DSAI feature into FFUR woodland pack and of course the desert and winter and the 2005 and suprise packs when they are all released ?

2. How about a list of MP Servers wich are ECP compatible on the first pacge for example ? so we can just chose a server take the IP adress and join the game ?

oh and actually one more thing with ECP ive noticed the Fleeing sounds are played when there not even fleeing ive got a mission no group flees all are on allowfleeing 0 but they keep shouting 'Fall Back' or 'Retreat' etc etc whys this
Title: Re:ECP 1.085 released!
Post by: cornhelium on 06 Sep 2005, 20:21:59
Hi Twisted,

Quote
i find no mention of it now. so i must ask - is suppression in and does the AI react to suppressing fire and take cover?

I'm pretty sure that the AI will only suppress human players. I remember reading in the ECP dev thread that the AI don't react correctly to being suppressed, so it will only be used on the player.

As for whether it works on the player, I'm certainly getting pinned down by machine gun fire a lot since 1.085, though that could just be the faster-firing machinegunners feature  :)

The way AI machinegunners now use sustained automatic fire is my favourite feature in any mod or addon, ever (the unit's skill level needs to be set @ >50% to see this). Machine guns are now a real tactical problem/asset, sound right and are downright terrifying  ;D

Cheers,
CH
Title: Re:ECP 1.085 released!
Post by: twisted on 07 Sep 2005, 03:53:32
hey thanks for the reply cornhelium.

i enjoy ecp so much now.

the reason i asked was in ofp 1.075 release imminent  thread - http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=65546ce06b9e76c3db4629ce11906131;act=ST;f=54;t=44275;hl=ecp (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=65546ce06b9e76c3db4629ce11906131;act=ST;f=54;t=44275;hl=ecp) - it said:
 
Quote
* 1.074b Generic Update (for end users)
- explosion FX
- suppression
- helo commands
- AI suppressing fire



and i hoped something like KeyCat's lovely grouplink2 suppressing script. http://www.ofpec.com/editors/browse.php?browsewhat=2&category=2_6

but no problem. i thinki could just use the grouplink2 script and disable everything else except the suppresion.

 :) ;D
Title: Re:ECP 1.085 released!
Post by: mimamema on 07 Sep 2005, 15:53:56
Hello,
I'm having trouble with installing this thing.
In the installer, when i have to choose the OFP folder (it automatically searches it anyway), i can't press NEXT. The NEXT button is just gray.. u know. And my folder address isn't that bad either, it's P:\ofp
How can i solve this?

EDIT: Just noticed that it wants OFP: RESISTANCE directory, but i have GOTY. That shouldn't make a difference right?


Now iÂ'm the #4

Any zip there to install that awesome mod (just this is only the things I can read because I canÂ't paly)

Help pleasee!!!!!!!!

 :( :( :( :( :(

Cheers
Title: Re:ECP 1.085 released!
Post by: downesy22 on 11 Sep 2005, 17:21:00
Hey guys how can i make the AI surrender work is there a script or somthing ???.

Thanks.
Title: Re:ECP 1.085 released!
Post by: Planck on 11 Sep 2005, 18:06:40
Check replies 64 and 65 on this very topic.  8)


Planck
Title: Re:ECP 1.085 released!
Post by: Bebbe on 14 Sep 2005, 21:02:26
OMG i love the ecp mod thx to all ecp team THX!
Title: Re:ECP 1.085 released!
Post by: klavan on 16 Sep 2005, 01:44:16
Hi.
Is it possible to detect if a certain effect is enabled/disabled?
Let's say I want to know if the tail rotor failure effect is activated or not, how can I do it?
I want to make my mission ecp compatible (it's optionable in an initial dialog) making a script running to anable/disable/modify effects  and parameters (I know how to do it) and, most important, I want to make the same script running moments before the mission ends, to restore the original player's settings.
Thanks for your help.
Klavan
Title: Re:ECP 1.085 released!
Post by: cub1100 on 16 Sep 2005, 23:31:54

Hi,
    I am sure this mod is the mutts nuts, but i'll have to take your word for it, as i, along with others in this forum, cannot get it to install.
In the installer, when i have to choose the OFP folder, i can't press NEXT. I have tried all folders in the OFP directory but it won't install.
Is there some bugged mirror files out there ? Or shall i have to download it again for the third time off different sites.
   Please can you guys help,
                             Many thanks
                                      Pete.
Title: Re:ECP 1.085 released!
Post by: Wiper on 23 Oct 2005, 19:29:01
Does anyone know how to enable ECP functions for the KEGS units (Arctic units from Kegety's Winter Nogojev Addon  < kegnoecain_snow.pbo >) ?

All fine with SebNam units for example, but those arctic units i can't get bleeding, chatting or whatever ECP upgrades all other "men" classes to.. :-\

thanks for any suggestions
Title: Re:ECP 1.085 released!
Post by: Wiper on 23 Oct 2005, 22:08:04
ok problem solved :-)

thanks to thunderbird84 from the official forum i understood that Kegety's Arctic Units have their own Event System implemented which has to be deactivated.

For example to get the respective unit bleeding in ECP style the line
EVENT_INJURED;
has to be deleted or //ed in the pbo ;-)
Title: Re:ECP 1.085 released!
Post by: Wiper on 23 Oct 2005, 23:47:18
another hassle with it though:
rather than creating a new 50MB bunch merely identical to its original i'd like to patch the old one with only a modified Config.cpp

Does anyone know how to free up already defined EventHAndlers this way ?
Is it even possible ?

For example:
In the original config the events are defined:
Code: [Select]
#define EVENT_INJURE class EventHandlers {dammage = <...>;}and I'd like to 'deactivate' them with another config/pbo in the ECP/Addons folder:
Code: [Select]
#define EVENT_INJURE class {}or something like
but this way it doen't work :-\

Is there (another) way ?
thanks a lot guys
Title: Re:ECP 1.085 released!
Post by: Mikero on 24 Oct 2005, 02:38:10
#define EVENT_INJURE fred=0

// avoid any semicolons
Title: Re:ECP 1.085 released!
Post by: Wiper on 24 Oct 2005, 05:04:28
Thanks Mikero

Not shure if its a typo or i simply don't get the syntax context:
shouldn't it be read
#define EVENT_INJURE fired=0
( as fired=0 stands for 'the event is not fired') ?

However, i tried both versions but couldn't erase or override the old event.

Is it enough to define the EVENT_INJURE fired=0 once or is it needed to call for every unit class in the vehicles section?
Title: Re:ECP 1.085 released!
Post by: Mikero on 24 Oct 2005, 16:56:33
so that i don't mislead you, i am not a scripter, I know nothing about ecp and even less about event handlers

the above syntax is desgined to create a dummy and intentionally useless statement to the engine that does bugger all. As in, allow the underlying event handler to occur instead since nothing in the macro (#define) now refers to it.

fred is deliberate. It is an intentional UNUSED label (pete, willy,joe, mary) to make sure nothing you write there touches the engine at all. (nothing in the engine looks for a 'fred')

the other purpose was to do something with the semi colon at the end of each invoked macro; otherwise the engine will throw it's hands in the air with a parsing error. (void syntax)


Quote
Is it enough to define the EVENT_INJURE fired=0 once or is it needed to call for every unit class in the vehicles section?

I don't really understand what you're asking, but, it is sufficient for each already existing EVENT_INJURE to be automatically replaced with this new expression by default.


Title: Re:ECP 1.085 released!
Post by: Wiper on 25 Oct 2005, 00:06:54
Quote
Is it enough to define the EVENT_INJURE fired=0 once or is it needed to call for every unit class in the vehicles section?   

I don't really understand what you're asking, but, it is sufficient for each already existing EVENT_INJURE to be automatically replaced with this new expression by default.

my question basically was if its necessary to 'override' each units EVENT_INJURE (referencing to 'fred=0' of the header definition) or if its enough to simply have the definition alone and nothing more in the config patch..

thanks anyway !
 
Title: Re:ECP 1.085 released!
Post by: Mikero on 25 Oct 2005, 02:36:20
the definition alone is sufficient. That's the purpose of the macro. If you will excuse me for saying so, you're getting confused by thinking you then also have to do something in each occurence to tweak the 'events' happening. That's exact purpose of the new macro. It causes them to behave 'normally' (which I assume is what you want), without you touching anything else.
Title: Re:ECP 1.085 released!
Post by: Wiper on 27 Oct 2005, 04:41:55
np Mikero,
i know the (my) confusion but i didn't have, and still don't have an idea why the macro with the redefinition doesn't work.  

Title: Re:ECP 1.085 released!
Post by: MachoMan on 27 Oct 2005, 22:56:47
Did you state requiredaddons[] ={"whatever the name of the class inside the pbo"}, inside the cfgpatches in the config. It will make sure the original pbo is loaded before yours. Otherwise addons defines may overwrite yours.

So it will look something like this:
Code: [Select]
class CfgPatches
{
   class MY_Keg_Units
   {
      requiredaddons[] = {keg_Units};
      requiredVersion = 1.85;
   };
};

where the original looks something like this:
Code: [Select]
class CfgPatches
{
   class Keg_Units
   {
      requiredaddons[] = {BIS_Resistance};
      requiredVersion = 1.85;
//etc.
   };
};

Title: Re:ECP 1.085 released!
Post by: Wiper on 28 Oct 2005, 20:41:47
Thanks MachoMan,
yep, i actually didn't state the required addon.
So I was pretty confident that it definitely would do the trick.
Unfortunately it does not :-\

Here the code of the config i made.
Its called keg_units_snow.pbo and i put it into the addons folder of the ECP mod:
Code: [Select]
#define EVENT_INJURE Mikero=0
#define EVENT_DESTROY Mikero=0
class CfgPatches
{
   class KEG_units_ECP{

      units[]={"KEGSSoldierWG36a", <all remaining KEG units listed here> };
      requiredVersion = 1.85;
      requiredAddons[]={"KEGnoecain_snow"};      
   };
};
any suggestions still very appreciated :)
Title: Re:ECP 1.085 released!
Post by: Mikero on 29 Oct 2005, 02:23:21
Gee, I'm getting into territory where Mr Planck will give me a few deserved slaps for getting it wrong but, you have immediate issues.

you can't define the *same* units[]= in two separate pbo's.

the effect of nullifying EVENTS is ignored in the required pbo (it uses it's own definition)

I assume? your mission sqm addons[]= points only to your addon and shouldn't make any reference to the original.

I fail to see the purpose of referencing the orginal at all!!!

There is an error in the original specifically SNOW_ENVIRON_SOUND should not have a semicolon at end of it and it buggers the context when it is used.

as far as I can see, what I would do, is:

change your mission.sqm to refer *only* to your patched version. Make a complete copy of the original and only alter the #define EVENTS as you have done.

make no reference to the original, in your new patched version.

do not have BOTH pbo's accessible to the ofp engine during mission design. It is garanteed to get the wrong one via murphy's law.
Title: Burning tank crew script
Post by: steiner on 30 Oct 2005, 14:38:08
Hi all

We love the ECP mod and we'd like to add your burning tank crew script to the recently released FFUR mod which we are testing.  Is this at all possible and if it is is how can we do it?

Hope you can help!?

Many thanks
Steiner  

EDIT: We're not coders so please make any explination 'simple'.  ;)

EDIT2: Sorry, I should point out that we're not part of any other official mod team - so this is purely for private use.
Title: Re:ECP 1.085 released!
Post by: 456820 on 06 Nov 2005, 12:22:48
which scripts is it which are needed to run for the burning tank crews i might be able to do t from there ive un pboes the ECP_effects and now ive just got an explosions folder with a ton of different scripts which are the ones for the tank crew burning scripts
cheers
Title: Re:ECP 1.085 released!
Post by: vovi on 08 Dec 2005, 12:34:51
Hi guys, I have been looking forward to this and I have to say that I'm impressed.

I have two questions.

Which is the better sound pack? the dynamic or the original?

Also how do I set the details to high permanently?. I spend alot of time making missions and everytime I restart a mission the in game dialog box resets all the settings to low.