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Author Topic: ECP 1.085 released!  (Read 25327 times)

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Offline Mikero

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Re:ECP 1.085 released!
« Reply #90 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.
Just say no to bugz

Offline Wiper

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Re:ECP 1.085 released!
« Reply #91 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.  


Offline MachoMan

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Re:ECP 1.085 released!
« Reply #92 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.
   };
};

Get those missions out there you morons!

Offline Wiper

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Re:ECP 1.085 released!
« Reply #93 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 :)

Offline Mikero

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Re:ECP 1.085 released!
« Reply #94 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.
Just say no to bugz

steiner

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Burning tank crew script
« Reply #95 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.
« Last Edit: 01 Nov 2005, 11:42:50 by Steiner »

Offline 456820

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Re:ECP 1.085 released!
« Reply #96 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

vovi

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Re:ECP 1.085 released!
« Reply #97 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.