Ecp mod download
Cutscenes may not have effects visible because of the LOD culling the player may be too far away from where the cutscene is taking place.
It is recommended that all computers play with the ECP mod to prevent 'modified config. It is important that all computers have the same version of the ECP as well. You may play on non-ECP servers with the ECP installed, however many effects will not be visible because a number of important eventhandlers are registered on remote computers, not your own.
This means that the 'simulation settings' on the dedicated server will be used by all connected to the server. All 'effect settings' are local to the client computers - you could turn off blood on a client, for example, and this would not effect any other computer on the network.
If you are not using a dedicated server, and the game has been started through the OFP 'multiplayer' interface, then the ECP will automatically pick one of the computers on the network to act as a designated server. The 'simulation settings' on this designated server will be used on all computers.
Unfortunately there is currently no way for the ECP to determine which is the actual server in this sort of game we are working on it! All of the ECP computers in the game will synchronise simulation settings amongst themselves as appropriate.
Note that some effects will not be seen due to certain eventhandlers being local to other, non-ECP computers. This will allow the ECP to correctly determine which computer is the server. The ECP is designed with mission editing in mind, and all ECP settings can be explicitly defined by a mission editor for a specific mission. Suppose, for example, that you don't want tail rotor failure to occur in your mission.
In your mission's init. There are also a great range of values and functions that you can use within your ECP-compatible mission. It is designed to be used in a trigger with the following characteristics:.
Note that the name of the unit or camera must be enclosed in inverted commas ". From ECP 1. This should be done right at the start of a mission. If the island name already exists, the new island array will replace the old one.
Mission designers can use this function to specify their own island settings rather than use player-defined ones. A key component of an island definition is the island matrix. This is the 'key' used to determine what island is currently being used. This is a slow, inefficient function. Positions are expected to be height above ground level. It is expected that the two positions are height above sea level. The returned velocity vector will be a unit vector. This function is neither fast nor accurate.
For experimental use only. In the above example, the new boat unit would not have ECP fired events. It would however have ECP init, hit and killed events. The relevant ones are:. The above code would not cause an error if for some reason your addon was used and the ECP was not present. ECP is open-source and we are happy for other mods to use our scripts and config settings.
We do ask that:. The debug spectate code is now privately owned and may not be modified in any way by anyone. The debug spectate code may not be used for any military training, may not be sold, may not be leased, may not be rented, may not be developed, and may not be used with any software other than OFP or OFPR.
If you are using ECP as a base for a third party MOD you may switch off any and all ECP effects and add whatever code you like, but the end user must have clear and definitive instructions on how to re enable any and all ECP effects.
We will do what we can to help, but it can be very difficult to solve ECP code issues when it has been put into a foreign architecture. That is why we recommend that the ECP remains intact as a single entity, and that it is built on, rather than pulled apart and mutilated.
Many of its effects and simulations are all inter linked with the ECP architecture. That is why we make a development version available for the community to download and work on. Contact us if you require assistance and we can provide this to you. Current known limitations of the ECP are as follows these will probably change with each release :. Although the ECP is MP compatible effects will be seen on all computers , it is currently impossible for the ECP to detect which computer is the server in a non-dedicated multiplayer game ie a game started through the multiplayer interface within OFP.
For this reason it is recommended that you use a dedicated server run OFP with the -server option. In order to get around this problem a designated server will be automatically allocated by ECP if there is no dedicated server. This designated server will then control weather, for example.
Unfortunately the OFP physics engine is very poor. We'll have to wait for BIS to release a major update before we see objects responding to physics as they would in real life. The bouncing grenades, for example, have to weight Kg lb in order to stay on ground, otherwise they'd be ejected to outer-space So, if you throw a grenade on a tank, the tank may incur a small amount of damage upon the grenade bouncing off it. Winter Nogojev can be detected however time to upgrade, people!
The other option is to edit your missions and create a trigger as specified in the answer to "How do I make non-compatible addons work with the ECP?
Go up and read Limitations if you have not already. Contact the ECP Team if your question isn't answered here. Edit it is properties, and after "FlashpointResistance. Hit apply and then OK. Note that only one config. Ensure you 'Preview' after every update, before spectating. Hit the book icon on the left of the screen when spectating for instructions on usage. Q: Some units don't seem to have effects working!
See Making ECP Compatible Addons below, or make a trigger in the mission as specified in the answer to the next question. Note that you'll need at least one default BIS unit on the map e. Example: Grenade suppression requires that bouncing grenades also be enabled. Q: Is ECP 1. How do I remove it? Once the main menu is loaded, the Windows mouse cursor disappears. It the 'player' unit is too far from the cutscene then effects will not be seen.
Make it equal to false. It is not recommended that you disable LOD for good, because this will decrease frame rate dramatically in big missions.
Note that the name of your camera passed to the function must be enclosed in inverted commas ". Q: I don't want to turn any effects off, but I get some lag when units are shot? Q: Some vehicles don't burn, why? A: There is a random chance that sometimes a vehicle won't burn.
Why is this? A: This is a known bug. We are working on it. Q: If I stand facing a wall really close like Im almost touching the wall and throw a grenade at the wall the grenade disappears, but I hear a bang somewhere else and no damage occurs.
However, I don't think many people would encounter this unless they had a death wish. Q: Why are the hand grenades sometimes attached to the ground, instead of bouncing as usual? Thus, you might sometimes get a nice bouncing effect, sometimes not. Very often, the hand grenade model could disappear underground, due to a bug that is still under study and which is thought to be related with configuration classes dependencies.
In order to avoid this issue, we found a simple solution: we set the grenade model Surface property to "Above Surface", preventing it from getting buried and granting a ground level explosion.
Q: It has been declared that the new smoke simulation prevents the AI from viewing beyond the smoke. However, after throwing a smoke grenade towards the enemy, it still fires at me. The AI keeps shooting because it still has the reference of the enemy's last position. You might have noticed, sometimes, the target marks moving along the scenery even after the target stopped. This lag effect is similar when you place a new object between you and the enemy, which forces him to shoot randomly against an "invisible" target.
So, the AI will shoot against your last position until it looses the reference. Thus, you'd better move from your position if you don't want to get hit. AI characters will speak to each other according to their behaviour, the vehicles that they are in, their health, their environment, and their numbers.
They will laugh, cough, sneeze, burp, tell jokes, scream commands, call for help etc. They may even strike up a song if their numbers are high enough. As an added feature of DSAI, the AI characters may shuffle around with idle movements animation's if they are stationary.
DSAI is multiplayer compliant. With the exceptions of screaming "Grenade" and joining in a group's song the player says nothing. I placed a unit on the map and stood there looking at him for ages but he didn't say a bloody word to me. What's up with that? AI will not talk to the player as the player doesn't talk back. Simply place one or more units next to him and they will talk to each other. The units do not have to all be in the same group in order for them to chat.
One member of group "A" may talk to one member of group "B" or they may chat within each group. We simply don't have the sound library for it at the moment. If you wish to donate sound voice samples please contact the ECP Team and there may be a release of another language. Q: Why do I need to remove files to set up a dedicated server? They will however take up some of the server's RAM, making it run somewhat slower.
This is why we recommend dedicated servers remove these files. Also, many effects that are determined remotely on the server will not be seen on your client due to the updated ECP network code. So don't friggin' do it, okay? Q: When I release AI units from my group during a multiplayer game they don't move to the spot on the map where I clicked. A work around is to tell your AI to move to that spot, then once they are there, release them. ECP 1. Be sure to get the 1.
Solves CTD. From Bohemia Interactive Community. Navigation menu Personal tools. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 17 November , at ECP event handling concept and initial algorithm In , snYpir developed a concept of improved game-play by resorting to the newly offered technology of configured Event Handlers EHs within the OFP game engine. Attention to developers! It can't be modified by anyone but its author or used elsewhere than the official ECP mod.
Getting tired of seeing the same old main menu cutscenes? We've taken some steps to fix that. AI information sharing and Adaptive Ally Detection AAD New This system allows allied AI units - either from the same side or friendly to the resistance - to share the position of the enemy, depending on their distance from each other and their knowledge.
Aircraft altitude warning An altitude alarm will sound when flying dangerously low. Now, heavy machine guns mounted on vehicles or tripods discharge bullet cartridges too.
Just like in real life, shock wave dust will be formed around a tank upon firing its main gun. Dynamic Range Sounds DR The Dynamic Range DR plugin provides an alternative set of realistic sounds for a different game experience, enhancing the human interaction towards the virtual environment. Following are very approximate system requirements for each override setting: Low - P4 1.
Overriding ECP settings File Suppose, for example, that you don't want tail rotor failure to occur in your mission. How do I make non-compatible addons work with the ECP?
A vector is considered to be an array containing 3 elements: [x,y,z]. All my file is is a rar file with the mod files in it and a couple of extra quality of life pbo's, all other links for this mod have an installer which won't install the mod if you don't have 1.
Use the link Mahboison posted below and it will work. Steam won't let you post mediafire links because steam. Mahboison any chance you can just give a full URL of the mediafire download? Mahboison 11 Feb pm. Any chance of creating a guide to show how you made it compatible with 1. Someone should reupload it to Google Drive. Yopo 5 May, am. Can you message me the new link? Thanks for your time and help! Yeah what a bunch of arseholes, I still have it will update the link.
TauntVermin84 27 Jul, pm. The link is removed. Stupid URL filters. I noticed an error with the DSAI. Share to your Steam activity feed. You need to sign in or create an account to do that. Sign In Create an Account Cancel. All rights reserved. All trademarks are property of their respective owners in the US and other countries.
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