Enhanced Configuration Project: Difference between revisions
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A: Well, that's, perhaps, the realistic point of the new smoke obstruction simulation. The AI keeps shooting because it still has the reference of the enemy's last position. You might have | A: Well, that's, perhaps, the realistic point of the new smoke obstruction simulation. 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 | 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 | 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. | ||
want to get | |} | ||
{|class="wikitable collapsible collapsed" style="width:70em" | |||
! <div style="text-align: left;">DSAI</div> | |||
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'''Q: What is DSAI ? (new 03/06/05)''' | |||
<br> | |||
A: DSAI stands for "Dynamic Speaking AI". 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. | |||
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'''Q: Is the player included in DSAI ? (new 03/06/05)''' | |||
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A: No. With the exceptions of screaming "Grenade" and joining in a group's song the player says nothing. | |||
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'''Q: Does everyone hear the same DSAI comments and see the same DSAI animation's in multiplayer? (new 03/06/05)''' | |||
<br> | |||
A: Yes. | |||
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'''Q: Can I choose which sides have DSAI if I don't want all sides to have it activated? (new 03/06/05)''' | |||
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A: Yes. | |||
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'''Q: Can I stipulate certain unit types to not activate DSAI? (new 03/06/05)''' | |||
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A: Yes. ECP automatically excludes snipers from using DSAI. | |||
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'''Q: OK, DSAI doesn't work. 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? (new 03/06/05)''' | |||
<br> | |||
A: You need to give him a buddy to talk to. 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. | |||
<br> | |||
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'''Q: What languages and accents are catered for in DSAI? (new 03/06/05)''' | |||
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A: Currently DSAI v0.1 uses English with American accent for the West and Russian for East and Resistance sides. | |||
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'''Q: Does this mean we will get British, German, Vietcong versions of DSAI? (new 03/06/05)''' | |||
<br> | |||
A: Maybe. 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. | |||
|} | |||
{|class="wikitable collapsible collapsed" style="width:70em" | |||
! <div style="text-align: left;">Multiplayer</div> | |||
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'''Q: Why do I need to remove files to set up a dedicated server? (new 03/06/05)''' | |||
<br> | |||
A: You don't, the server will work fine with them. 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. | |||
<br> | |||
<br> | |||
'''Q: Can I use ECP 1.085 and connect to a server running ECP 1.071? (new 03/06/05)''' | |||
<br> | |||
A: Yes You can, but high ping and some desync will occur on your end. 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? | |||
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'''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. Why? (new 03/06/05)''' | |||
<br> | |||
A: This is a known multiplayer bug, we are working on it . A work around is to tell your AI to move to that spot, then once they are there, release them. | |||
|} | |} | ||
|} | |} |
Revision as of 18:56, 16 June 2013
Enhanced Configuration Project (ECP)
The Enhanced Configuration Project aims to increase the potential of OFP through providing enhanced configuration files and associated scripts that run without any in-mission triggers or code.
The ECP provides:
- Improved gameplay
- Big brained AI
- Additional special effects
- Improved sound
- Realism enhancements
ECP is an OFP 'modification' consisting of the following components:
- ECP Core
- ECP Dynamic Speaking AI
- ECP Dynamic Range sounds
- ECP Radio Chatter
You only need the ECP Core, however it is highly recommended that you download the other plug-ins as well.
In addition to increasing the enjoyment of the game for individuals, we aim to provide an open-source enhanced configuration for use by all mods.
Using the ECP
Core Features
There are many reasons why you should use the ECP mod instead of standard OFP. OFP provides a rich scripting language and configuration system, and we have tried to push the envelope with regards to in-game effects without you requiring a P4 3.0 GHz in order to enjoy it. The ECP does not provide new units or terrain. Our overall goal is to improve the quality of gameplay through configuration modification and effects scripting. We'll leave the addons to those who are skilled in that area, and we offer the ECP as a backbone to whoever is interested. The ECP (core) provides the following features across all OFP missions and campaigns.
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Optional Plugins
ECP Plug-Ins are ECP exclusive addons that resort to the existing structure to provide new features - new experiences. Install, enable and experiment! Download plug-ins from the ECP links at the bottom of the page.
Sounds: | ||||||
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ECP Settings
The ECP has both new effects and simulations. Effects are purely visual changes to enhance your OFP experience. Simulations are 'things that happen' and they may modify gameplay.
There are two ways to configure ECP effect and simulation settings:
- Via the settings files in the @ECP folder, or
- Via the ECP settings dialog.
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ECP Multiplayer
The ECP is fully compatible with MP play. It is recommended that all computers play with the ECP mod to prevent 'modified config.bin' error messages. 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.
The ECP will operate in either dedicated or designated server mode.
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ECP Mission Editing
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. In order to know which values you should modify in the ECP database, take the ECP_Settings.sqf as reference.
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ECP Compatible Addons
Updated 03/06/05 If you are making an addon that provides a new vehicle, and defines it's own 'class EventHandlers', you'll need to do the following in order to make it ECP compatible.
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Using ECP in your MOD
ECP is open-source and we are happy for other mods to use our scripts and config settings. We do ask that:
- Full credit is given to either a) the ECP mod or b) individual script authors as appropriate.
- You contact us if you intend to sell a mod that contains ECP components.
- If you modify or improve scripts please send them to us for inclusion in later ECP releases. You will of course be credited appropriately.
- You must read and agree to the ECP End User License Agreement.
ECP End User License Agreement: |
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End User License Agreement License. ECP license agreement. ECP stands for Enhanced Configuration Project. OFP stands for the game Operation Flashpoint. OFPR stands for the game Operation Flashpoint Resistance. IP stands for intellectual property. MOD stands for modification. EULA stands for End User License Agreement. The ECP is a MOD for the game OFPR and OFP. The ECP Team retain all ownership and copyright for the code within the ECP (in particular, each ECP team member retains ownership and copyright for his/her own code) with the exception to the debug spectate code. The debug spectate code is now privately owned and may not be modified in any way by anyone. The ECP Team has been given permission to retain the debug spectate code within the ECP for the benefit of the community. 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. The ECP is free for all to download, free to use, and free to distribute, and free to develop for the game OFP or OFPR for the purpose of entertainment. The ECP code may not be used for any military training, may not be sold, may not be leased, may not be rented, and may not be developed or used with any other software other than OFP or OFPR without written permission from the ECP Team and the ECP author of that particular code. The ECP may be used as a base for third party modifications for the game OFP or OFPR on the condition that any betterment's or code enhancements to any particular ECP code be forwarded to the ECP team for inclusion in the next ECP release, full credit for any enhancements will be given to the author. 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. Any changes to ECP code MUST be logged and we take NO responsibility for any errors caused by the code when included in a third party MOD. If you only wish to use one or two particular elements from the ECP for your MOD then full credit MUST be given to the author of that particular code and listed in your MOD. Support for any ECP code that has been isolated and incorporated into any third party MOD will be the responsibility of the MOD author. 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. The ECP MOD RELEASE VERSION (labelled as such) may not be altered in any way or be released by anyone other than the ECP Team. The ECP Team retains the sole right to develop and release the ECP MOD RELEASE VERSION. We encourage development and inspiration from the community with the ECP MOD DEVELOPMENT VERSION. That is why we make a development version available for the community to download and work on. If you would like your development alterations to be added to the ECP MOD RELEASE VERSION then we would love to have you on board as an ECP team member. If you do not wish to join the ECP Team but you wish to add your ECP development code then you may forward that code to the team and it will be included in the next ECP MOD RELEASE VERSION, full credit will be given to the author and the author will retain his/her ownership and copyright for that particular code. This ECP EULA must be included with any third party MOD that uses any ECP code or code developed from ECP code. By the community, for the community. Disclaimer. The ECP is in no way affiliated with Bohemia Interactive Studios or Codemasters. The ECP is not an official modification for the game OFP and OFPR. The ECP Team is not responsible in any way for any negative results that may happen to your computer after installing the ECP. Use this software at your own risk. Note. The ECP requires version OFP 1.96 or higher. Download the appropriate patch from the ‘Operation Flashpoint - Flashnews’ board of the Official Forum: |
The ECP development version will be required if you intend to use ECP as a backbone to your mod. Contact us if you require assistance and we can provide this to you.
Limitations
ECP requires OFP version 1.96 or higher.
Current (known) limitations of the ECP are as follows (these will probably change with each
release):
Limitations: | ||||||
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Frequently asked questions (FAQ)
Go up and read Limitations if you haven't already. Contact the ECP Team if your question isn't answered here. FAQ last updated 03/06/05 (ECP 1.085).
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ECP Promotional Media
Screenshots | ||||
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Videos
Review
External Links
Release Announcement
ECP Homepage DEAD LINK
ECP 1.085e (latest patch) BI forum release thread
ECP 1.085 Official OFPEC forum release thread
Download
Be sure to get the 1.085e Patch! Solves CTD.
ECP 1.085 download at Operation Flashpoint Files (+1.085e Patch)