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#31 Posted at 2008-03-24 22:27        
     
I could be mistaken, but I thought DBE1 and beta should be the first 2 invoked, with ECS being a requirement as last slot.

Unless there's an eventhandlers present as a requirement in the mod, I've included them in an abbreviated directory. For Eg. I run sky replacement, brown-water, and autumn plants in one directory.

The only way for you to find out is start with only CA;beta;DBE1, then start adding the addons one at a time to find out.

(wait, is beta required? or is it invoked with Arma/beta/arma.exe?)

This post was edited by Frank-O (2008-03-25 18:10, ago)


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#32 Posted at 2008-03-25 03:45        
     
As sickboy (6th sense team) told me (plus others): remove all extended eventhandlers from mod folders that use them and make a modfolder dedicated to the latest extended eventhandlers. For example @XEH and put it absolute last in your mod line. (dont forget to inside @XEH make a folder called Addons. Missed that so many times myself in the hurry. ;)

Six tracers works in 1.08, 1.09, 1.11 (those are the ones ive played with six tracers).

And for the other question i play like this with ECS:
DBE1;@MISC;@voice_quiet;@Mapfact;@FDF_Sounds;@DurgsVegetationFix;@DMSmokeEffects;@ArmaEffects;@TrueMods;@Q11_Wind;@NWD_ScopeFix;@NWD_Ballistics;beta;@SIX_Pack1;@ECS;@XEH

Maybe FDF_Sounds together with ECS is overkill? Dont know if ECS has made vehicle sounds etc all over. And if not - does FDF take over those sounds not made?

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Alex


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#33 Posted at 2008-03-25 16:43        
     
tx, Dev. I'll try that tonight.

On a side note. I know we should respect authors and content, but should we also not respect server admins, and keep the execution line describing mods under 80 char?

So Dev's command line invoking some 10-12 mod folders really hard to identify for an admin when you log on?

This post was edited by Frank-O (2008-03-25 18:12, ago)


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#34 Posted at 2008-03-26 03:30        
     
Didnt think of it as we have several servers ourselves. I go out on others sometimes but not often. No one ever said anything to me. And i never seen that you need the mod folders to be short.

I see some do 1 mod folder called REALISM... no one can identify whats in there, or can they? And isnt it up to the server admind to load up keys and stop some mods they dont want? My mods are all client side as far as i know, and server admins can see my whole line in the console i think. Servers with no-addon rules are so boring. We dont care as long we know the addons dont crash our servers. Why control how people want to play as long its not PvP and not crashing you.

And i think NWD ballistics, NWD ScopeFix, DMSmoke, ArmaEffects, Six tracers, Durgs & Wind Deflection could be standard allready on servers that plays coop. They are the number 1 enhancement for game play IMO. NWD ballistics/Scopefix need bisining still though. And ofcourse the most used sound mods and truemods that give you GUIs that fits you and better NVG etc.

EDIT: my @MISC folder contains units/weapons/vehicles. No gameplay modifications.

Regards
ALex

This post was edited by Dev (2008-03-26 03:47, ago)


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#35 Posted at 2008-03-26 11:45        
     
Heh. Sorry Dev. didn't mean to get you miffed. Just throwing out some brain fart as a non-important topic.

I've admin'd before, and from my experience I'd rather not see a complex addons list.

***


Tried the eventhandlers being the last mod invoked. Still unable to see Sixth_Tracers show up. Sigh

This post was edited by Frank-O (2008-03-26 22:05, ago)


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#36 Posted at 2008-03-27 01:33        
     
make sure you get the latest patches from the ECS website.
thank you for your interest in the ECS mod.
Kryptonite!


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#37 Posted at 2008-03-27 18:56        
     
I'm running the 1.0.1.51 version of ECS. I found out by accident when I went on an european server that actually ran that version higher than my first ECS install of .50

I still can't run SIX_Tracers. I've disabled the ECS tracers by moving it out of the ECS directory, and am running a @XEH with the latest 1.7 eventhandler .pbo's. as the last addon invoked ( or is that the first?)


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#38 Posted at 2008-03-27 20:43        
     
Is this post by The.D (scroll down a bit) of any help?


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#39 Posted at 2008-03-28 02:24        
     
it helps, Tx Foxhound.

I also read on the FFN topic that 1.7 Eventhandlers XEH and ECS has problems right now. It's getting more complicated as I research into this. I've some testing tonight, I'd say.


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#40 Posted at 2008-04-14 00:57        
     
the ECS team is working on a update so keep checking the website for the updates.
thank you Kryptonite!


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#41 Posted at 2008-06-10 21:57        
     
Hey, I like the mod, just not all of it. I really, really love the ambient sounds and the soldiers speaking. But I dont like the combat sounds or effects. Not to say they arent good, they are excellent, just not my taste. So is there anyway I can just steal the environment sounds without needing the mods?
Ive tried already, it failed.