OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: The-Architect on 11 Feb 2004, 06:51:37

Title: ECP Mod
Post by: The-Architect on 11 Feb 2004, 06:51:37
Can we have an ECP mod Topic? ie, make this a sticky.

Is the ECP mod compatible with the FDF mod or will it give me some sh*t?
Title: Re:ECP Mod
Post by: GrimMonkey on 11 Feb 2004, 07:25:27
Should work with everything, methinks.


Beware the GrimMonkey
Title: Re:ECP Mod
Post by: General Barron on 11 Feb 2004, 08:23:23
I believe there is an ECP thread in one of the addons boards. I don't think this really belongs in editing/scripting.....
Title: Re:ECP Mod
Post by: Ball Zack on 13 Mar 2004, 20:41:22
I figured out something new that could be added to the next generation ECP core.

You must realize that with all of the addons with custom scripts out there, you are bound to have conflicts between new addons and ECP.  For example, I downloaded the latest version of Vit's APC pack, and I am finding that there are all kinds of conflicts with the ARENA area defense script for the BMD-3 and the ECP scipts.  An ugly error message pops up on top of the screen that won't go away.

If it is possible, you should include some type of script that will deal with these errors and prevent them from being displayed.  That way we won't be distracted by them while we are trying to do a mission.
Title: Re:ECP Mod
Post by: m21man on 15 Mar 2004, 03:24:55
Quote
Is the ECP mod compatible with the FDF mod or will it give me some sh*t?
It is not compatible with both the FDF and CSLA mods.
Title: Re:ECP Mod
Post by: Ball Zack on 16 Mar 2004, 05:27:44
I am still having strange errors that boot me back to desktop when I try to load a saved game when using ECP.  Something about missing enviornmental variable data something or another.  I followed your advise by completely removing my old installation of ECP and installing the entire new ECP installation, but I am still having problems.  What is going on here?
Title: Re:ECP Mod
Post by: General Barron on 16 Mar 2004, 05:41:30
Quote
I am still having strange errors that boot me back to desktop when I try to load a saved game when using ECP.  Something about missing enviornmental variable data something or another.  I followed your advise by completely removing my old installation of ECP and installing the entire new ECP installation, but I am still having problems.  What is going on here?


This is an unfortunate bug in ofp. The problem is, when you have a whole bunch of scripts running, if you try to save the game, your save will be corrupted. I guess BIS never imagined that OFP would become so heavily scripted by its players. I don't really know the specifics of the bug, but that is the gist of it.

So, really the only thing you can do is turn off some of the ECP scripts. Some missions have more scripts running than others, so it is going to depend on what mission you are playing. Also, if you save a game while running ECP, make sure you're running ECP when you load it back up.

You can read a little more about the bug here:

http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=cb5f814b5dd4e22e725088b6f6b73f0e;act=ST;f=3;t=36992;hl=save+and+bug (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=cb5f814b5dd4e22e725088b6f6b73f0e;act=ST;f=3;t=36992;hl=save+and+bug)

Title: Re:ECP Mod
Post by: Ball Zack on 16 Mar 2004, 06:36:59
I have a suggestion that could fix this.  You could add an option in the menu to temporarily shut down all of the ECP scripts while you are saving.  And then you could start all the scripts back up after you load from a save.

Also another suggestion....  You got to get rid of the geeky voice that says "Caution low altitude" when you fly too low.  I suggest replacing it with a woman's voice, since most aircraft have their warnings in a female voice (hence the term "bitchin betty" when refering to aircraft audio warning systems).  You could probably "borrow" this warning sound from a flight sim such as Novalogic's F-22 Lightning 3.  Also you could add an APU (Auxillary Power Unit) start up sound (like on the BAS Pavehawks) for all of the aircraft.  And possibly a motor start up sound for vehicles.
Title: Re:ECP Mod
Post by: Ball Zack on 18 Mar 2004, 04:18:30
Yet another suggest for ECP (I'm sure your tired of hearing these.......).  I like the fact that the pilot can manually deploy their chute after ejecting from an aircraft.  Now I'm sure you've all seen these new modern style steerable parachutes.  It would be cool if ECP would incorporate their own "steerable parachute" for pilots and spec ops.
Title: Re:ECP Mod
Post by: Killswitch on 21 Mar 2004, 06:35:50
I figured out something new that could be added to the next generation ECP core.

You must realize that with all of the addons with custom scripts out there, you are bound to have conflicts between new addons and ECP.  For example, I downloaded the latest version of Vit's APC pack, and I am finding that there are all kinds of conflicts with the ARENA area defense script for the BMD-3 and the ECP scipts.  An ugly error message pops up on top of the screen that won't go away.
Ball, I am happy to inform you that I encountered the same bug yesterday, then hunted it down and promptly stomped on it. ;D  DKM has issued an updated version of the DKMM_RSC.pbo that has that particular error fixed. Check the DKM site (http://www.dkm-mod.net/) for the updated version (version 1.35). You'll find it under Downloads and then under "Tools/Scripts (RSC)".

Replace any old version(s) of the DKMM_RSC.pbo with that one and you should be all fine again.

In other words: the DKMM_RSC.pbo that comes with the 1.3 version of VIT's APC pack has to be replaced with the new one mentioned above.
Title: Re:ECP Mod
Post by: Ball Zack on 13 Apr 2004, 05:36:50
Yes thanks for helping me solve the RSC problem.  I also found that the RCS.....pbo file has to be in your res/addons folder.  The vehicle addons can be in a mod folder, but the RCS file must remain in the res/addons directory.

I have a new suggestion for future upgrades in ECP.... Recently I downloaded the latest version of the War Gamers pack, (WGL pack), and I found that they made a new clearer night vision with a much wider field of view.  I can't tell you what an improvement this is.  I can actually see things at night!  the field of view is way bigger, and all the 1980's era NVG static is gone.  The best part is that a similar "improved" night vision could be added to the ECP core.  All they did was add a new data3d.pbo and data.pbo in the mod's dta folder, and a new bin/config file.  If you guys reverse engineer the WGL pack, or simply ask them how they did it, I'm sure you could easily include updated NVG goggles with your next ECP pack.
Title: Re:ECP Mod
Post by: General Barron on 13 Apr 2004, 05:42:22
Improved NVGs are DEFINATELY going to be part of the next ECP.

Actually, there are TONS of changes and improvements in store from us. I just wet myself thinking about it all  ;D  :o
Title: Re:ECP Mod
Post by: Ball Zack on 13 Apr 2004, 15:18:23
YYYAAAHHHHYYYYYY!!!!!!!!!
Title: Re:ECP Mod
Post by: fragsta on 23 Apr 2004, 23:53:59
I don't know whether that is a good thing or not! ;D
Title: Re:ECP Mod
Post by: Ball Zack on 02 May 2004, 01:26:29
Please fix the crash to desktop when loading from a saved game bug.  It's driving me crazy!!!!  I can't even play OFP anymore because I have been spoiled by the ECP mod, and now I can't go back to regular OFP.  PPPLLEEAASSEEE tell me that the next ECP will fix all the crash to desktop problems.  If so, I can't wait till it's released.
Title: Re:ECP Mod
Post by: General Barron on 02 May 2004, 07:25:34
PPPLLEEAASSEEE tell me that the next ECP will fix all the crash to desktop problems.

It isn't certain yet, but the answer to that is likely "yes".
Title: Re:ECP Mod
Post by: Ball Zack on 02 May 2004, 09:29:37
Hey if it helps, I found that by going into your OFP/users/playername/saves folder and clearing out any old mission and campaign saves that you don't need anymore, you will experience the crash to desktop bug less frequently.  Hope this helps.
Title: Re:ECP Mod
Post by: Sektor on 02 Jul 2004, 17:42:13
Whats with the ECP? Is it abandoned?. Will there be any updates? Will i ever see water going up high in the air when a big gun shoots the boats? And the new dust from bullets with bits  and peaces of dirt flying around? Will i ever?
Title: Re:ECP Mod
Post by: sim on 02 Jul 2004, 19:02:15
hey

errrmmm, most likely yes!
 :P

sim
Title: Re:ECP Mod
Post by: Sektor on 05 Jul 2004, 11:39:33
What does that mean? Do you have any solid informations or you're just being optimist, like me?
Title: Re:ECP Mod
Post by: PsyWarrior on 05 Jul 2004, 13:23:17
Greets,

The latest (fairly recent) information PSYPROD has from the ECP indicates that they are still very much alive and running. Unfortunately, they appear to genuinely be too busy to talk to anyone at the moment...

Hopefully, this will clear up in time, and we'll be hearing something from them soon, either way.

I think that ECP has too many specialist OFP editors for it to go under. I will be very surprised if this is the case, at any rate.

-Supr. Cmdr. PsyWarrior
-Psychic Productions
Title: Re:ECP Mod
Post by: The Avon Lady on 11 Jul 2004, 08:28:58
I've found a bug that I believe is ECP related or related to the ECP's Dynamic Range plugin. I believe it should be easily reproduceable by anyone. I encountered it when playing a specific mission in the Retaliation campaign, the Black Hawk mission (07_airport).

At the point in the mission's intro where it cuts over to US troops getting ready to board two UH60 Blackhawks, OFP starts freezing up and CPU and/or paging starts going out of control.

Looking in file Flashpoint.rpt, I'm getting a lot of entries like this:

===FROZEN====>>>>>>BEG
Version 1.96
Fault address:  0053C108 01:0013B108 C:\Program Files\Games\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE
file:     07_Airport
world:    eden
campaign: retaliationieu
battle:   intro
mission:  07_Airport
Prev. code bytes: FF 8B 18 85 DB 0F 84 19 02 00 00 8B 73 54 85 F6
Fault code bytes: 89 74 24 64 0F 84 0A 02 00 00 8A 86 26 01 00 00

Registers:
EAX:23938B98 EBX:22B38900
ECX:23935900 EDX:0000000B
ESI:17ED4EC0 EDI:00000000
CS:EIP:001B:0053C108
SS:ESP:0023:0012F54C  EBP:00000CB1
DS:0023  ES:0023  FS:0038  GS:0000
Flags:00000206
===FROZEN====>>>>>>END


I've seen this bug before. That was when I ran the same Retaliation mission using the GMR Explosions mod with Wright's sound pack two weeks ago. Obviously, something in both GMR and ECP or the sound packs is similarly bugged and something in this intro is triggering both of them the same way.
Title: Re:ECP Mod
Post by: Cool Z on 21 Jul 2004, 06:11:19
What is ECP's homepage? (If there is one)

Thx in advance.
Title: Re:ECP Mod
Post by: Wadmann on 21 Jul 2004, 19:55:03
Hey Cool Z,


    The home of ECP is right here at OFPEC. Just click here (http://www.ofpec.com/editors/ecfg/)!


                                             Wadmann
Title: Re:ECP Mod
Post by: Gooner861 on 21 Jul 2004, 20:13:55
Ok ive just downloaded ECP it won't work, ive followed these instructions:

Installation / Updating:



Download and run the ECP Core installer to either install or update the ECP mod.

You can manually set up a shortcut to the ECP by doing the following:


Create a shortcut to your 'FlashpointBeta.exe' file and modify the shortcut's properties.


In the target box, following 'FlashpointBeta.exe', place '-mod=@ECP'. Eg:

"C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTBETA.EXE" -mod=@ECP


Hit Apply and then OK.

But it won't work. Where exactly is the FlashpointBeta cos when i click on the ECP shortcut the computer has to browse the system looking for FlashpointBeta. Ive also just downloaded OFP version 1.96.

Help i really wanna try this out sounds and looks so good.

Cheers

Gooner
Title: Re:ECP Mod
Post by: Planck on 21 Jul 2004, 20:20:40
Gooner.......Just append:

-mod=@ECP

to the OFP short cut that you are using.

It doesn't need to be Flashpointbeta.exe

FlashpointResistance.exe shortcut would be equally as good.

For example....the shortcut I use has this in the Target field of the Shortcut Tab on my shortcuts  properties dialogue:

C:\Games\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE -nosplash -nomap -mod=@ECP


Planck
Title: Re:ECP Mod
Post by: Gooner861 on 21 Jul 2004, 20:35:33
Bloody hell!!!!!!!! This is AMAZING!!!!!!!!!

Title: Re:ECP Mod
Post by: Cool Z on 22 Jul 2004, 20:12:56
Thx waddman, it's awesome.

Planck, what does -nosplash do?
Title: Re:ECP Mod
Post by: Planck on 22 Jul 2004, 22:12:42
 -nosplash switches off the title screens you get whilst the game is loading.


Planck
Title: Re:ECP Mod
Post by: Cool Z on 23 Jul 2004, 15:02:04
Thx planck!
Title: Re:ECP Mod
Post by: Zayfod on 24 Jul 2004, 14:00:46
Bloody hell!!!!!!!! This is AMAZING!!!!!!!!!



Hehe glad you like it.  ;) Wait til you see the next version....watch this space
Title: Re:ECP Mod
Post by: Commando on 25 Aug 2004, 03:43:27
i don't know when the last time somebody asked this but when will the next version of ecp be released and salvage us from the oncoming cold autumn nights?  :-\
Title: Re:ECP Mod
Post by: MachoMan on 01 Sep 2004, 21:03:14
sorry, it won't keep u warm  ;D

Your cpu will stay cooler, cause it will be less cpu intensive.

But it will keep u buzy this fall ;)
Title: Re:ECP Mod
Post by: The_Mark on 08 Sep 2004, 20:55:56
Here are a couple of suggestions to improve ECP editor enhancement:

1. Give the spectator dialogs an option to slow/accelerate time.

2. You ever played Neverwinter Nights? If you'd give the spectator mode some more options to edit the mission on the flight in MP games, like a Dungeon Master in NWN, a human giving the mission new twists and making the world more alive you could add the gameplay a whole new dimension.
Title: Re:ECP Mod
Post by: SilentHunter_764 on 25 Sep 2004, 05:51:08
Hey, whered everyone go?  ???

Great job with ECP guys! :thumbsup:

;D
Title: Re:ECP Mod
Post by: Zayfod on 26 Sep 2004, 07:24:06
We are definately still here,  ;) just some of us are too busy to talk.
Title: Re:ECP Mod
Post by: Sanctuary on 11 Oct 2004, 01:21:58
Hello,

After losing the few last hairs i had on the top of my head searching the config.cpp and giving a look to the big amount of scripts in the Effect.pbo , i decided to save my beard by asking the question here.

Is there a way to disable the fact that the shell casings do not disappear as soon as they touch the ground (as with all the effect creating objects everywhere, i really don't need those shells on the floor when a unit open fire) ?

Is this managed by a specific eventhandler from the config.cpp (but which one) , or is it in one of the scripts of the Effect.pbo file (and in that case, which one ?)

Please save my beard, help me ;)
Title: Re:ECP Mod
Post by: RED on 11 Oct 2004, 08:57:05
Search for:  '// ECP - 0.05 start' in the config.cpp and change the lifetime values in there.

RED
Title: Re:ECP Mod
Post by: Sanctuary on 12 Oct 2004, 00:31:17
Thank you a lot.

And good luck for your next ECP version.

Edit : i found the values (somewhere by looking for ECP - 0.04 , as i did not found ECP - 0.05)
Quote
   // altered to make brass stay on ground a while + heavier model
   class FxCartridge : ThingEffect
   {
      //model="nabojnice";
      // new model
      model="\ECP_Effects\objects\brass";
      displayName="$STR_DN_FX_CARTRIDGE";
      submerged=0;
      submergeSpeed=0.001;
      // new lifetime
      timeToLive=15;
      disappearAtContact=0;

   };

By changing the last part, it worked nicely.
Thank you again, i was looking for this since a lot of time.
Title: Re:ECP Mod
Post by: BoNeCoLLeCToR on 12 Oct 2004, 02:20:01
Long long time ago saw some screens and info on ECP with carrying wounded and dead men script and animation when will that be released  ???
Title: Re:ECP Mod
Post by: Dubieman on 19 Oct 2004, 01:39:33
Hey, can't wait for the new version, but there are some problems here... ::)

When I shoot water with bullets, no little water splash appears like before, now like 15 little puffs appear and shoot up into the sky, never to be seen again. Shells just explode like they do on land. But brown puffs?

Its much easier in a boat to spot the rounds when a bunch of brown dust is flyin past but its weird looking to say the least.

Secondly, with the timed grenades, I've thrown them directly at the vehicle and the dissappear and detonate, cause no smoke or damage at all unless infantry are close. I threw 10 grenades under a BMP and it wasn't yellow in armor when I got in... :P
Is it collision problems? The grenade hits and goes undergound? It seems fine next to the bmp, blew it up in 7 nades... :P

But otherwise I luv ECP. :)

BTW: For the aircraft low altitude warning, get some sexy woman's voice in there. Whoever did that makes the warning annoying, so I have to shut it off.  ;D ;)

And if no woman with a nice sexy voice is availiable, do your best impression.  :-* :D

:cheers:
Title: Re:ECP Mod
Post by: Zayfod on 19 Oct 2004, 03:59:39
What you have just asked for covers about 0.1% of our latest updates  ;)

Hang in there lads,
shes coming  8)
Title: Re:ECP Mod
Post by: Dubieman on 19 Oct 2004, 21:33:59
Well, the water brown puffs are okay, just weird.

And I always look for a rocket before using grenades so I'm okay on that.

Like everyone else: Can't wait for next ECP. 8)
Title: Re:ECP Mod
Post by: Planck on 19 Oct 2004, 22:44:13
Quote
What you have just asked for covers about 0.1% of our latest updates

He's such a tease isn't he?   ;)


Planck
Title: Re:ECP Mod
Post by: MachoMan on 20 Oct 2004, 19:14:01

BTW: For the aircraft low altitude warning, get some sexy woman's voice in there. Whoever did that makes the warning annoying, so I have to shut it off.  ;D ;)

And if no woman with a nice sexy voice is availiable, do your best impression.  :-* :D

Hey stop complaining about my voice, or i'll redo it with an extra Dutch accent!!!  ;D
Title: Re:ECP Mod
Post by: Commando on 05 Jul 2005, 12:14:25
you guys are funny!  :D
i think the pull up sound is ok but it doesn't hurt with a little change  ;)
how many days left until release anyways? you guys locked the official ofp forum thread there and so it have to mean not long time left right?  :cheers:
can't wait for the new verson and all, thats one of the few things that im still waiting on this summer to give it a extra nice feeling  ;D
Title: Re:ECP Mod
Post by: MachoMan on 08 Jul 2005, 15:39:55
No worries, it has been changed in the new version.
Title: Re:ECP Mod
Post by: exec on 25 Jul 2005, 00:09:04
Many thanks for the great ECP, truly amazing.  I just have one question for you regarding Sky/NVgoggles.  Im already using a modification called hisky that was originally created by Kegetys - changes to realistic skies and clearer night vision goggles.  Ive tried loading both mods but hisky doesnt seem to run when ECP is loaded.  Is there a way to make it work?  
Title: Re:ECP Mod
Post by: Captain on 25 Jul 2005, 14:52:19
Many thanks for the great ECP, truly amazing.  I just have one question for you regarding Sky/NVgoggles.  Im already using a modification called hisky that was originally created by Kegetys - changes to realistic skies and clearer night vision goggles.  Ive tried loading both mods but hisky doesnt seem to run when ECP is loaded.  Is there a way to make it work?  

I'm using ECP and Llaumax v2 together with no problems. Simply move the contents of your HISKY\DTA folder to your ECP\DTA folder and it should run fine. I suggest you upgrade from hisky to llaumax2, it adds new sky/stars/moon/NVG model/etc. In ECP v1.085 the NVG optics can be chosen from one of 7 (I think it's seven anyway).

Cap.
Title: Re:ECP Mod
Post by: Commando on 26 Jul 2005, 01:41:07
posted in official forums too but i wanna post here to, lvoe you guys on the ecp mod!
great work and all, this makes all my missions look sound and play good and sometimes even annoyingly hard  ;D
Title: Re:ECP Mod
Post by: 777 on 26 Jul 2005, 06:26:33
ECP 1.085

Does not seem to recognize any of the default islands except for Nogova.
I get all the island effects (church, lighthouse, etc) with Nogova but none with the others (ie Everon, Malden, etc).

Is this a bug or is something wrong with my new ECP install.  I am running no other addons or mods while testing ECP.

Also I get a strange error when I use SUCH marine (ECP version) on a defualt island and try to go to ECP settings while in mission (in editor).  

any info will help.  
Would like to add that ECP makes OFP a brand new game. Love it.
Title: Re:ECP Mod
Post by: exec on 26 Jul 2005, 16:51:51
thanks Captain
Title: Re:ECP Mod
Post by: exec on 27 Jul 2005, 01:45:46
Hi again...another question: the random weather is always on, even after disabling it through the game menu and/or through the ECP_Settings:

Code: [Select]
// Random Weather and Snow
// =======================

// ECP_random_weather_enable:
   // true / false, default is true
   // defined by server in MP
   //ECP_public set [0, false ];

// ECP_random_weather_report
   // display a weather report when weather has changed?
   //ECP_local set [0, false ];

Is anything wrong here or is it a bug? almost all the original BIS missions (single player) gets to be a blind fight in the mud...way too much rain and fog, and I know they werent that way before...
Title: Re:ECP Mod
Post by: Zayfod on 27 Jul 2005, 09:37:04
exec,
you must uncomment your changes for them to take effect,

Quote
Topic Summary  
Posted by: exec  Posted on: Today at 01:45:46am  
Hi again...another question: the random weather is always on, even after disabling it through the game menu and/or through the ECP_Settings:

Code:
// Random Weather and Snow
// =======================

// ECP_random_weather_enable:
  // true / false, default is true
  // defined by server in MP
   ECP_public set [0, false ];

// ECP_random_weather_report
  // display a weather report when weather has changed?
   ECP_local set [0, false ];
 
 

777,
please place a default BIS unit on Everon in the mission editor, hit preview, open ECP settings in game GUI, and tell me what island it says at the bottom of the gui?

Also 777, make sure you are not using modded/updated BIS islands such as WGL everon or WGL malden.

Please report your results.

PS, all Bug reports should not be made in this thread, they should be in the ECP Bugs thread.
Title: Re:ECP Mod
Post by: Grizzlie on 27 Jul 2005, 12:47:19
Outstanding work as usual :)
I have only one question - have you been thinking about polish version too?
Title: Re:ECP Mod
Post by: 777 on 27 Jul 2005, 19:35:41
Thanks Zayfod,

You hit the nail on the head.  Some where along the way my "Worlds" folder was modded (dont know when or where). So all I did was reinstall OFPR and everything is working fine. NOTE: before the reinstall the island came up as "unknown" in the ECP editor.
I still get the error message (Script scalar bool array string 0xfcffffefsettings_dialog\ECP_DigSettings.sqs not found) with a non default unit (SUCH Marine ECP version) when accessing the ECP editor but it does go away when I place a default unit on the map or an empty chopper (east or west).

I didnt think this was a bug on the ECP part because not working with the default islands was just to big an issue, and I know it would not have been released with that problem, that is why I posted here as well as "ECP bugs thread".  Sorry for the mis post, I just didnt know exactly where to go.

Thanks for eveything, 777
PS: I am NOT a llama!! Am I?
Title: Re:ECP Mod
Post by: exec on 28 Jul 2005, 20:15:47
Thanks Zayfod, I changed that and also edited the 'ECP_Island_Settings.sqf' and took out the possibility of heavy rain on the islands:

Code: [Select]
_island_heavy_rain = false;

This seemed to solve the problem of typhoons and thunderstorms that were hitting the main islands.  Thanks again, great work.
Title: Re:ECP Mod
Post by: Planck on 28 Jul 2005, 21:22:18
Speaking of the 'ECP_Island_Settings.sqf'.........

I think the definition for Winter Nogojev is wrong.

This part:
Code: [Select]
// =========================
// = Winter Nogovej        =
// =========================

_island_name = "Winter Nogovej";

Can you see it?


Planck
Title: Re:ECP Mod
Post by: .pablo. on 28 Jul 2005, 22:42:03
i have a question for anyone on the ECP team:

if i wanted to have a mission where the ai would surrender, use infoshare, etc. (all the ECP AI enhancements), is there any way i could make it a requirement?  for example, could i remove the necessary scripts from ECP and put them in my mission, or require some addon in the mission.sqm that included those scripts?

thanks!
Title: Re:ECP Mod
Post by: MachoMan on 29 Jul 2005, 15:18:08
You can edit the mission.sqm manually. All you need to do is add ECP_Effects to the required addons array.

So it would look something like this:
Code: [Select]
addOns[]=
   {
      "ECP_Effects"
   };
Title: Re:ECP Mod
Post by: Nemesis6 on 29 Jul 2005, 17:03:54
You guys wouldn't be interested in a config for your mod utilizing the RFWP 3.2 pack and the LSR U.S. weapon pack, would you? I'm making one right now, it's childsplay just to replace the models and optics, so if you want it when it's done, tell me.
Title: Re:ECP Mod
Post by: Napalm Nation on 29 Jul 2005, 19:40:28
I must apologize in advance if i'm posting this is the wrong place but i've tried to find an ECP bug thread and there seem's to be quite a few around, I didn't know which one I should post in so I chose this one.

I seem to have a problem getting the detail level's to stick for the ECP mod version 1.085. I normally set the explosion detail to very high and then I match the effects distance to how it is set in my main OFP video settings which I have set to about 1356.02. Once I have set the detail level's everything is fine for the duration of the mission, but whenever I start another mission the ECP detail levels always seem to reset to their default configuration. I have also tried selecting high detail and then clicking on override settings, but the settings still do not seem to stick and I have to reset them again when I play a new mission. Has anybody else experienced this problem?
Title: Re:ECP Mod
Post by: .pablo. on 29 Jul 2005, 20:04:44
You can edit the mission.sqm manually. All you need to do is add ECP_Effects to the required addons array.

So it would look something like this:
Code: [Select]
addOns[]=
   {
      "ECP_Effects"
   };

what will that add to the mission?  all the effects, or will i be able to choose the ones i want?  also, will the player be able to override my decisions once in-game?

thanks for the help!
Title: Re:ECP Mod
Post by: MachoMan on 29 Jul 2005, 20:18:37
No, no. The only thing it does is give an error if the user doesn't have ECP.
Title: Re:ECP Mod
Post by: Zayfod on 29 Jul 2005, 20:32:30
I must apologize in advance if i'm posting this is the wrong place but i've tried to find an ECP bug thread and there seem's to be quite a few around, I didn't know which one I should post in so I chose this one.

I seem to have a problem getting the detail level's to stick for the ECP mod version 1.085. I normally set the explosion detail to very high and then I match the effects distance to how it is set in my main OFP video settings which I have set to about 1356.02. Once I have set the detail level's everything is fine for the duration of the mission, but whenever I start another mission the ECP detail levels always seem to reset to their default configuration. I have also tried selecting high detail and then clicking on override settings, but the settings still do not seem to stick and I have to reset them again when I play a new mission. Has anybody else experienced this problem?

The ECP in game gui will only affect the settings for that map, they are not saved for the next map. To make permanent settings you will need to alter ecp_settings.sqf to your liking.  :) That way your high settings will always be loaded.

Title: Re:ECP Mod
Post by: Napalm Nation on 30 Jul 2005, 01:33:50
The ECP in game gui will only affect the settings for that map, they are not saved for the next map. To make permanent settings you will need to alter ecp_settings.sqf to your liking.  :) That way your high settings will always be loaded.



Thank's for your reply Zayfod

Unfortunately I have no idea how to edit "ecp_settings.sqf". I opened the file using wordpad and I read the instructions there but I chose not to make any alterations as I have no experience of editing files in flashpoint and I didn't want to mess around with the settings in case I screwed up the mod. I'm curious as to why the mod has been designed in such a way that it does not keep the chosen settings? Is it because of varying map sizes and features etc?
Title: Re:ECP Mod
Post by: MachoMan on 30 Jul 2005, 11:48:13
It has nothing to do with the mod, this is caused by the flashpoint architecture. You are unable to write to files from within flashpoint, this is why we cannot save your settings.

Editing the settings file isn't really that hard. Why don't you just make a backup of the settings files in the ECP folder? That way you'll be able to put them back in case you brake them. ;)
Title: Re:ECP Mod
Post by: DBR_ONIX on 30 Jul 2005, 22:24:06
You considered incorprating FWATCH into the next ECP? :)
That way you could save the settings, and it'd hopefully increase use of this amazing... erm, mod? Utility, thats it :P
- Ben
Title: Re:ECP Mod
Post by: Steel_WOF on 04 Aug 2005, 19:09:03
Guys,
Our group loves your mod.  You have done a lot to enhance the OFP game experience.  We thank you very much for your work.

I am having an issue with AI though.  Is this the appropriate place to ask questions about how it should work in ECP?  Should I open a new thread?  Do you have a bugs/questions forum somewhere?  Thx.
Title: Re:ECP Mod
Post by: Steel_WOF on 06 Aug 2005, 00:47:14
Anybody???

This AI running rampant thing is killing my missions, and it does not happen if I run the same mission with stock resistance.  I would have posted in the ECP Mission Design thread, but someone locked at already...  ;)
Title: Re:ECP Mod, respectfully.
Post by: Max_Power on 13 Aug 2005, 01:14:37
I have a few comments to make on your very excellent enhancement project on the subject of explosions.  I think the realistm of the effects of your explosions made by anti tank missiles and the like could be enhanced by adding more smoke and dust in the initial stages of the explosion, and increasing their duration.  Smoke and dust should blast out along the ground on all sides of the blast.  I've kind of been studying war footage to make sure my intuitions were correct, and I can share some of the (rather horrible) footage with you if you like.


Also, I think there could be some mixing enhancements made to the dynamic range sound pack.  I find that- while they sound good- the explosions do not have nearly enough volume.  While I know it's impossible (and unnecessary) to put the decibels of the effect to realistic levels, I think there could be more contrast between rifle fire and cannon fire, and especially shells flying through the air.  It seems to me that the shells flying through the air are the loudest thing on the battlefield- which is sort of counter-intuitive.  Also, I think it would be worthwhile to match the sounds of explosive round strikes (the burst sounds) with the rate of fire of the cannon that fired them.  Currently, they're all over the place, and automatic cannon strikes sound like a mish-mash of random sound effects.
Title: ECP Mod and TACTEvents interactions
Post by: Mr.Peanut on 15 Aug 2005, 15:04:12
Both ECP85 and Digital Grenade's Marine Assault Pack TactEvents addon have bleeding damage.  TactEvents also has some other wounded effects such as blacking out and stunning.

How does ECP85 cope with possible effects conflicts with TactEvents?  Will players suffer double bleeding damage/effects and both TactEvents stun effects and ECP85 multiple ordance suppression?

The Marine Assault Pack is probably the second most used addon after the Bas Delta/Rangers.
Title: Re:ECP Mod and TACTEvents interactions
Post by: Zayfod on 15 Aug 2005, 15:14:49

How does ECP85 cope with possible effects conflicts with TactEvents?  Will players suffer double bleeding damage/effects and both TactEvents stun effects and ECP85 multiple ordance suppression?

ECP cope with Tactevents quite well, we dont have bleeding blackouts only ordnance stunning. Bleeding damage may be switched off by the end user in game (SP) in game (MP) by the server (playable), or may be disabled in ecp_settings.sqf on a dedicated server.

I play with the Marpat marines often. I dont get any issues at all, hehe maybe I bleed out a lil quicker.  :P
Title: Re:ECP Mod
Post by: TgNd on 04 Oct 2005, 09:23:13
First let me say: ECP is great! It makes the game what we all know, completely different! Im playing hours with different aspects of ECP, its so amazing!

However I got some problems with 3rd party addons, mainly tanks which happens sometimes in normal BIS made tanks too. When I shoot a shell with it explodes but it leaves a little dust puff and a bullet hole on the ground, not the explosion crater. Even if a shoot close a soldier with shell, he can survive in this way! Im suspecting the config.cpp explosions section, however I cannot figure out myself how can I fix this.

Thx, any help appriciated!
Title: Re:ECP Mod
Post by: TgNd on 06 Oct 2005, 11:42:07
Never mind, found it and made it suitable for my needs! Thx anyway!

Once again: great job ecp team!
Title: ECP Mod Help
Post by: Dragon 6 on 22 Oct 2005, 17:20:02
Hallo Guys
I see you at the ECP Mod have done a magnificent job on this Mod, I like what see so far. But I have a few problems and need a bit of info. I have installed this about 3 times, as I was using this mod one time I went into the ECP Settings and noticed at the bottom where it says Inland and next to it is this: scalar bool array string Oxfcffffef, then I started to quit the game and this small window came up,
            Script dialogs\.sqs not found
Maybe someone can tell me what is going on. Thanks guys
Title: Re:ECP Mod
Post by: TC on 24 Oct 2005, 14:43:04
Hi all

Im just wondering if any of you guys would be willing to share the ecp codes with us yet? I would like to get my hands on some of the scripts you guys have used to create, for example, the random speech and battle cries, and then add / edit them
Title: Re:ECP Mod
Post by: Planck on 24 Oct 2005, 15:01:04
I think you will find you already have all the scripts.

You just need to de-pbo some of the pbo files to find them.


Planck
Title: Re:ECP Mod Help
Post by: MachoMan on 27 Oct 2005, 22:05:53
Hallo Guys
I see you at the ECP Mod have done a magnificent job on this Mod, I like what see so far. But I have a few problems and need a bit of info. I have installed this about 3 times, as I was using this mod one time I went into the ECP Settings and noticed at the bottom where it says Inland and next to it is this: scalar bool array string Oxfcffffef, then I started to quit the game and this small window came up,
            Script dialogs\.sqs not found
Maybe someone can tell me what is going on. Thanks guys

You may have accidently moved some things around. Make sure all the addon pbo's are in the ECP's Addons folder.

Quote
Im just wondering if any of you guys would be willing to share the ecp codes with us yet? I would like to get my hands on some of the scripts you guys have used to create, for example, the random speech and battle cries, and then add / edit them
Planck is right. A proper dev version will be released some time after the release of EECP.
Title: Re:ECP Mod
Post by: TC on 22 Nov 2005, 00:51:31
Hullo
Does anybody know which part of the dsai aware scripts controls the reaction to tanks being spotted?

regards
Title: Re:ECP Mod
Post by: Komuna on 22 Nov 2005, 02:54:11
Hullo
Does anybody know which part of the dsai aware scripts controls the reaction to tanks being spotted?

regards

These are the scripts responsible for handling AI speech upon armoured vehicles approach: