ECP Change Log -=- ECP Mod
--------------------------  
See individual change logs (addons) or header of .cpp files for detailed changes.

1.085 - 08.07.05 (Shadow/Zayfod/Komuna) - RELEASE VERSION

* fixed "sinking grenades" bug - at last!!!. (Zayfod/Komuna)
	- set the superclass "ECP_MKII" scope to protected (1), thus
	  preventing the grenades from sinking
	- Added the class "ECP_Hit", consisting of a harmless bullet
	  that is created by stopRolling.sqs, hiting the grenade in
	  order to add velocity to it.

* bug fix (Zayfod)
	- "soundContinuous" property set to false under class CfgWeapons.HK

* added some CfgTextureToMaterial entries in the Main config. (Zayfod)

* models (Zayfod)
	- updated texture nvoptr.paa to Komunas latest version

* Island_settings.sqf (Shadow)
	- added Shadows new Island matrixs for
		- Winter Nogovej
		- Mapfact Nogova (C)
		- Mapfact Nogova (M)
		- Mapfact Nogova (K)
		- Messor
		- CAT Afghanistan
		- AfghanEveron


1.084 - 25.06.05 (Zayfod) - PENDING RELEASE VERSION

* bug fix
	- players dead bodies no longer give off smoke (from smoke grenade code) after they die and respawn.
		- affected scripts are:
		- \ECP_Effects\mp_handler_effects.sqs
		- \grenade_handlers\fastext_SGinit.sqs
		- \grenade_handlers\fastext_SGinit_remote.sqs
		- \grenade_handlers\SGinit.sqs
		- \grenade_handlers\SGinit_remote.sqs

* ECP_Blood
		- random chance or blood occuring per hit now works correctly in MP with non local units.
		- affected scripts are:
		- \ECP_Blood\mp_handler.sqs
			- \ECP_Blood\mp_handler.sqf (ECP_blood_mp_handler.sqf(ECP_BloodInternal select 61)) (NEW)
				- I have taken the bulk of the code from mp_handler.sqs and converted it into a function
				- This gives faster execution of all MP blood effects, less lag, higher fps =0)
				- less chance of missing pub vars declared at close intervals
				
		- BloodDatabase.ldf.sqf

* AI_surrender
	- captive_remote.sqs
		- removed a hint "done" code
		
		

1.083 - 24.06.05 (Zayfod) - PENDING RELEASE VERSION

* explosions
	- handle.sqs converted to handle.sqf (ECP_explohandler.sqf (ECP_resources select 108))
		- faster execution of all explosion effects, less lag, higher fps =0)
		- affected scripts and functions are:
			- ECPdatabase.ldf.sqf
			- ECPdatabase.ppf.sqf
			- eh_handler_killed.sqf
			- mp_handler_effects.sqf
			- handle.sqs <- removed
			- handle.sqf (NEW)

	- impact_shock.sqs
		- fixed a bug introduced in 1.081
			- sabots would cause a CTD randomly due to them being made non explosive in the main config.
			- this altered the type of crater they left behind
			- this new crater type caused CTD upon getpos command being used on them.
			- The work around is to accurately extrapolate point of impact when a sabot is being used
			- and not rely on getpos of its crater.
			- Failure to follow this method may cause immediate CTD.

* images
	- updated the following images
		- ECPLogo1.paa
		- ECPLogo2.paa
		- ECPLogo3.paa
		- ECPLogo_small.paa



1.082 - 20.06.05 (Komuna) - PENDING RELEASE VERSION

* Graphical Resources Configuration (resource.cpp)
	- Fixed class "RscDisplayMain" navigation bug, introduced in previous version:
		- The player could not navigate with its keyboard along the main menu
		- Fixed by changing the order of control overlay at class RscDisplayMain.controls[]

* ECP_Effects
	- Updated grenade models
		- all models have "Surface" property set to "Above Surface", thus fixing the disappearing models bug
		- all models have been binarized as detailed in previous version
	- Added RDG1_dummy animated model for ECP_RDG1Dummy ammo class
	- Updated F1 and MKII textures

* Main Configuration (config.cpp)
	- Updated CfgAmmo.ECP_RDG1Dummy model and animation
	- Removed CfgVehicles.ECP_RDG1 animation
	- Updated CfgTextureToMaterial:
		- Added "GrenadeBody", "Armour" and "MiscMetal" classes; updated "AirborneMetal" and "RifleMetal" classes
	- Updated CfgMaterials
		- Added "GrenadeMetal", "ArmourMetal", "AirborneMetal" and "MiscMetal" classes
		- OFP specular effects are now featured on many BIS textures

1.081 - 19.06.05 (Zayfod) - PENDING RELEASE VERSION 
* models
	- added Komunas latest cartridge p3d models.
	- re binarized all models at Komunas request using WIN98se OS 
	- and BIS Binarize.exe (Copyright (c) 2002 Bohemia Interactive Studio. All rights reserved.)
	- the Binarize.exe has a date of last modified Friday, 11 October 2002 10:02:14

1.080 - 22.04.05 (Zayfod) - DEV VERSION 

* Important note:
	- Any script that checks <? (isnull player)> at the start of any map MUST wait until <ECP_server_id > -2>
	- This is because ECP now starts very fast, and if the map is a MP map then the client may not have
	- loaded the variable "Player" in time before the script makes its check. Failure to implement this pause may
	- result in the script reporting that the player is null, when in fact he/she is not.
	- This is because, unlike SP maps, MP maps do not always initialise the clients particular "Player" first.

* ECP_Blood

	- blood_monitor.sqs
		- now exits on a dedicated server.
		- replaced @ loop with slower 0.1 second loop, no need to be that fast.

	- blood_store.sqs
		- now exits on a dedicated server.
		- no blood objects are made on a dedicated server anymore.

	- blood_unit_bleed.sqs
		- increased loop pause from 0.01 to 1 second, high speed loop not required
		- now exits on a dedicated server. Prior to this update it would run on the dedy server in a waiting loop.
		- removed  faulty "goto" code

	- blood_unit_damage.sqs
		- increased loop pause from 0.01 to 1 second, high speed loop not required
		- units are no longer immortal if bleeding while under the water.
		- altered ECP_bld_bleed_bloodloss_scream_chance (ECP_Public select 43) to cater for longer pause.
		- altered ECPdatabase.ldf.sqf and BloodDatabase.ldf.sqf to cater for the update.

	- Blooddtabase.ldf.sqf
		- ALtered blood_store_posn (ECP_BloodInternal select 46) to [-1000000, -1000000]
			- it would appear that the further away the blood objects are stored in the blood bank,
			- the less lag occurs
		- Added ECP_blood_hit_spurt_chance (ECP_BloodInternal select 60) (NEW)
			- Chance of unit spurting any blood at all per hit
			- Default is 50%, defined by "0.5" (see ECP_blood_settings.sqf)
			- updated ECP_blood_settings.sqf so end user may set this value.
		

	- mp_handler.sqs
		- fixed a typo with <blood_public_dir> that was stopping MP blood from working correctly.
		- isnull player check now waits until after ECP_server_id > -2 , solves MP issues.

	- blood_post_mortem.sqs
		- decreased the number of nearestobject calls at start loop by increasing pause to one second, 
		- same results achieved.
		- now exits on a dedicated server.
		- fixed a bug caused by units being deleted during a nearest object loop in the script.

	- init.sqf
		- Made changes so that the blood bank is now dynamic and varies in size according to ECP_bld_obj_max
		- Note, the figure of blood_store_num = 150 in BloodDatabase.sqf is a start up default.
		- blood_store_num (ECP_BloodInternal select 47) is the number of each type of blood obj to hold in the buffer
		- This index is actually altered in \ECP_Blood\init.sqf afterwards. 
		- It becomes 1/4 of ECP_bld_obj_max (ECP_BloodInternal select 29). (done in init.sqf)
		- It is devided by 4 because there are 4 blood object types. 
		- These 4 blood object types are Defined by ECP_bld_obj_list (ECP_BloodInternal select 25).
		- Example: If (ECP_BloodInternal select 29) = 200 then this index will be set to = 50.
		- This ensures that the blood banks are dynamic and are as small or as large as required by the end user.
		- The end result = a gain in FPS, because prior to this blood_store.sqs camcreated a default of 600
		- blood objects for the blood bank, even if (ECP_BloodInternal select 29) was set to only 200.


* ECP_Effects

* ECPdatabase.ldf.sqf

	- altered ECP_getAbsHeight (ECP_resources select 31)
		- removed check to see if an emptydetector is being used within the function.
		- this check was handy but not required anymore.

	- altered ECP_shell_base (ECP_resources select 66) from "NOID shell" to ["NOID shell","NOID ecp_heatshell"]
		- this was in order to identify sabots from heat shells.
		- It required an ECP specific model to be assigned to class Heat: Shell Parent, within the main config.
		- Although the class states the ammo as a heat it is a sabot in game.
		- The ECP model (ecp_heatshell.p3d) is identical to that which it normally has (shell.p3d)
		- but we do this so we can identify the sabot from the heat. (object ID'd by model used)
		- The end result is that sabots no longer explode in a fire ball (Kurayami pointed this out) =0)
		- And we can apply the correct post effects to the impact point, being dust and debri but no smoke and fire.

	- altered ECP_man_whiz_enable (ECP_local select 68)
		- from <IF (isNull player) THEN {false} ELSE {true},> to
		- IF (((playersNumber WEST)+(playersNumber EAST)+(playersNumber RESISTANCE)+(playersNumber CIVILIAN))==0) THEN {IF (isNull player) THEN {false} ELSE {true}}else{true}
		- this is my attempt to discern MP and correct the check so that during MP we do not get false readings
		- of the player as being "null"

	- altered ECP_expeff_max_crater_debris (ECP_local select 173) default from 80 to 50

	- altered ECP_crater_debri_obj_arr (ECP_internal select 125) camcreated objects bank position 
	- from [0,0,0] to [-1000000,-1000000]
			- it would appear that the further away the objects are stored in the stone bank,
			- the less lag occurs	

	- altered ECP_arm_burn_debri_obj_arr (ECP_internal select 65) camcreated objects bank position 
	- from [0,0,0] to [-1000000,-1000000]
			- it would appear that the further away the objects are stored in the stone bank,
			- the less lag occurs

	- Added new bool ECP_in_spawn_init (ECP_internal select 132)
		- helps to stagger the init load for spawned units during a game. Equals false while a unit is spawning.
		- see spawn_init.sqs for more information below.

	- ECP_Settings.sqf now called from within ECPdatabase.ldf.sqf, see ECPinit.sqf below

	- altered ECP_overwater (ECP_resources select 77)
		- now accurate according to tide and time of day, previous version would fail due to high/low tide variance

	- (NEW) ECP_overwater_logic (ECP_internal select 133)
		- used for ECP_overwater function

	- (NEW) ECP_overwater_sea_level_dectector (ECP_internal select 134) - special thanks to Col Klink =0)
		- an invisible floating sea level detector used for ECP_overwater function

	- (NEW) 	ECP_east_infoshare_num (ECP_internal select 135)
			ECP_west_infoshare_num (ECP_internal select 136)
			ECP_res_infoshare_num (ECP_internal select 137)
		- used in AI info share scripts to que up AI groups so that they share info one at a time.
		- this significantly reduces CPU load in maps with high AI numbers.

	- (NEW) ECP_expeff_burning_smoking_men_chance (ECP_public select 59)
		- Burning men chance per vehicle, Default = 50%, set by server in MP
		- Note, this only decides if the vehicle should have any burning men at all, crew_burn.sqs has further
		- random checks per unit for each units individual chance to burn.
		- This tones down the "burning man" effect on the field as it happened far too often before.

	- (NEW) ECP_max_POWS_per_unit (ECP_public select 60)
		- The maximum number of POWS any one ECP player may capture and hold at any one time.
		- Default = 3, set by server in MP

	- (NEW) ECP_AI_surrender_enable (ECP_public select 61)
		- Enable/disable  AI Surrender in its entirety
		- Default = true, set by server in MP

	- (NEW) ECP_AI_west_surrender_enable (ECP_public select 62)
		- Enable/disable West AI Surrender
		- Default = true, set by server in MP

	- (NEW) ECP_AI_east_surrender_enable (ECP_public select 63)
		- Enable/disable East AI Surrender
		- Default = true, set by server in MP

	- (NEW) ECP_AI_res_surrender_enable (ECP_public select 64)
		- Enable/disable Resistance AI Surrender
		- Default = true, set by server in MP

	- (NEW) ECP_AI_surrender_chance (ECP_public select 65)
		- Default = 0.5 (50% chance), set by server in MP

	- (NEW) 66 - ECP_AI_surrender_min_backup (ECP_public select 66)
   		- The minimum number of friendly "armed" units required within 100m of a fleeing unit 
		- to stop him from surrendering.
		- These must be units from different groups to the fleeing unit.
		- If he has less than this number of armed friends within 100m he might surrender.
		- Default = 3, set by server in MP

	- (NEW) ECP_AI_surrender_group_num (ECP_public select 67)
   		- The number of alive group mates must be this number or less before a fleeing unit will surrender.
		- Default = 2, set by server in MP

	- (NEW) ECP_AI_surrender_dist_from_enemy (ECP_public select 68)
		- The distance any "known" enemy of a fleeing unit must be within before the fleeing unit will surrender.
		- Default = 50 (50m), set by server in MP

	- (NEW) ECP_AI_interrogation_chance (ECP_public select 69)
		- Chance the player has of getting a successful answer during interrogation of AI POWs.
		- Default = 0.33333 (33% chance), set by server in MP

	- (NEW) ECP_dead_men_array (ECP_internal select 138) array
		- Dead men array, used for escaped POWs to re-arm from dead units.

	- (NEW) ECP_temp_surrender_array (ECP_internal select 139) array
		- an array of man units (AI only) that have decided to surrender. Includes all sides.

	- (NEW) ECP_POWS (ECP_internal select 140) array
		- an array of man units (AI only) that have actually been captured by ECP players. Includes all sides.

	- (NEW) ECP_POWS_and_capturers (ECP_internal select 141) array
		- This array contains sub arrays that contain units that have actually taken POWs and their POWs
		- example [[ZAYFOD,soldier1,soldier2],[KOMUNA,soldier3,soldier4],[GENERAL BARRON,soldier5,soldier6]]
		- This example shows 3 capturers and 6 POWs

	- (NEW) ECP_has_surrendered_once (ECP_internal select 142) array
		- This array contains units that have already surrendered once, this is a permanent record.
		- elements are never removed from this array.

	- (NEW) ECP_told_to_fight (ECP_internal select 143) array
		- This array contains units that have already surrendered once (but not taken captive) and are told to fight
		- by the player (if he/she is on their side)

	- (NEW) ECP_crater_obj_arr (ECP_internal select 144) array
		- Object array used for ECP 3d craters.

	- (NEW) ECP_find_closest_pow_guard (ECP_resources select 103) function
		- also used to find allies, called from DSAI combat scripts, 
		- Note: This function slightly differs to ECP_find_allies function below

	- (NEW) ECP_find_closest_armed_dead_man (ECP_resources select 104) function
		- used escaped POWs to scavenge weapons from dead bodies

	- (NEW) ECP_find_allies (ECP_resources select 105) function
		- Used during POW interrogation to acquire enemy units and positions
		- Returns an array of all units within a specified distance of another unit that are in the passed array. 
		- It will exclude null, dead, and unarmed units. The result is sorted in acsending order of distance 
		- to the calling unit. Will never return the unit originally passed to the function.
		- The outrange is the distance the units must be out of in order to be included. 
		- The range is the distance the unit must be within to be included. 
		- Note: Only one unit from the group will be returned if he fulfills the required checks. 
		- This is done in order to easily acquire group and unit data (type of vehicles and group name) 
		- in the calling script. Only one unit from the group is required for this. 

	- (NEW) ECP_mp_handler_effects.sqf (ECP_resources select 106)
		- called from mp_handler_effects.sqs after remote public variables are received.
			- removes the need for a large looping script
			- allows for a much faster, cleaner execution of FX scripts on clients
			- lowers the chance of missing pub vars broadcast at close intervals.


	- init_version.sqs
		- now exits if game is not in MP, or if the PC is a playable server or a dedicated server


	- mp_handler_effects.sqs
		- updated to cater for the new smoke grenade models (see grenadeHandlers below)
		- updated to cater for AI surrender scripts and to add/remove non local AI actions as required.
		- shifted the bulk of the code to ECP_mp_handler_effects.sqf (see above)

	- ds_handler_effects.sqs (NEW)
		- handles simulation scripts and events on dedicated servers only.

	- init.sqf
		- updated to cater for isnull player checks during MP. Due to new ECP fast start up speed.
			- AI Join and spectate arrays will wait to be added until after ECP_server_id > -2 during MP.
			- in the above cases init.sqf will execute AI_join_MP_init.sqs and spectate_MP_init.sqs
			- these two scripts will update the arrays correctly.
		- updated to acquire an array of "armed" dead units that are "spawned" dead.
			- used with AI surrender
			- escaped units can then re-arm themselves from these dead units.
			

	- init.sqs
		- updated to exec ECPinit.sqf for units at start up and spawn_init.sqs for spawned units after start up.
		- Argument for the timing of spawn_init.sqs relies on bool called ECP_in_spawn_init (ECP_internal select 132)
		- see ECPdatabase.ldf.sqf above

	- spawn_init.sqs (NEW)
		- Runs every time a unit exits a vehicle or is spawned in game only AFTER game has started, 
		- not at mission init.
		- This is done in effort to minimize any stutter/fps loss during game when units are spawned, 
		- hence the pauses between instruction calls.
		- executed from init.sqs.

	- ECPinit.sqf
		- Converted <if (not isNull player) then {[] exec (ECP_path+"altitude\Alt_monitor.sqs")};> to
		- <[] exec (ECP_path+"altitude\Alt_monitor.sqs");>
			- Due to the fact that the variable "player" may not be loaded yet during a MP game, 
			- Any reference checks to "player" must NOT be checked in ECPinit.sqf. 
			- Example: <? isnull player>. 
			- This is due to the fact that ECP loading speed has been dramatically increased.
		- Note: ECP_Settings.sqf is now called from ECPdatabase due to object array creation done when creating
		- ECP_internal. These object arrays can not be created accurately without the updated data from ECP_Settings,
		- therefore it is now attained before ECP_internal is declared.

		- added a check that makes sure DSAI is completely disabled in SP if AI info share has been disabled
		- grenade model preloading code removed, now done in main config.

	- eh_handler_fired.sqf
		- Hand grenades now work correctly after a unit kills too many friendlys 
			- Bug was introduced in 1.079
			- Grenade Models are detected according to units side but
			- a units side alters from resistance/west/east to "enemy" after killing to many friendlys
			- in this case the model type of grenades will now default to same as civilian

		- Hand grenades/ smoke grenades now make the correct sound when striking land/water before they explode
			- Bug was introduced in 1.079

		- Hand grenades would sometimes malfunction and fall from the sky to land at your feet
		- when player was an Unarmed Civilian unit and he/she threw the grenade directly down at their feet.
			- This was due to the model making contact with the units body. (possibly due to the new models)
			- Solved.

		- removed bullet hit effects (alpha code) 
			- this code caused ctds if enabled, it was removed due to an unsolvable ctd issue. =0(

		- shifted timed smoke grenade code to a new sub-function "eh_handler_sg_fired.sqf" (ECP_resources select 100)

		- shifted timed hand grenade code to a new sub-function "eh_handler_hg_fired.sqf" (ECP_resources select 101)
			- shifted grenade suppression init code to "stoprolling.sqs"
				- Solves the bug of white out occuring as soon as a non local grenade meets the ground during MP.

	- eh_handler_hit.sqf
		- updated code to incorporate the chance of a unit not spurting blood at all per hit 
		- (ECP_BloodInternal select 60) settable in ECP_Blood_Settings.sqf

	- eh_handler_killed.sqf
		- added code so that killed "man" units are added to an array for dead units.
			- This is used for escaped AI POWs to scavenge weapons if their own have been taken or destroyed.

* EH_fired_subs
	- eh_handler_sg_fired.sqf (NEW)
		- smoke grenade code taken from eh_handler_fired, because it was getting too big.

	- eh_handler_hg_fired.sqf (NEW)
		- hand grenade code taken from eh_handler_fired, because it was getting too big.

	- eh_handler_armour_fired.sqf
		- updated
			- enhanced tank main gun flash code
			- condensed weapon smoke code for better performance, smoke code now resides within this function
			- and is not called from ECPdatabase.

	- eh_handler_man_fired.sqf
		- updated
			- added small random sized muzzle flash to go with weapon barrel smoke effect.
			- condensed weapon smoke code for better performance, smoke code now resides within this function
			- and is not called from ECPdatabase.
 
* AI_sup_fire
	- sup_fire.sqs & mon.sqs
		- added - <@ECP_server_id > -2> so that it does not run in MP, 
			- ECP new start up speed was too fast for its checks.
		
* camp_fire
	c_fire.sqs
		- altered <@ECP_server_id != -2> to <@ECP_server_id > -2>
		- now uses fire LOD, script pauses when fire out of players sight
		- enhanced code for speed.

* fire
	- fire.sqs
		- enhanced for better performance.
			

* AI_infoshare
	- infoShare_handle.sqs-- added code at start
		- <~5 + (random 5)>
		- <@ECP_server_id > -2>
	- Fixed so that in game settings dialogue can turn off AI infoshare during game.
		- Can be turned off by anyone during MP, once switched off it can not be enabled again during that game.
		- Note, if AI info share is turned off then DSAI will be completely disabled also.
	- Added a stacking system that stacks groups and makes them wait their turn before sharing information with
	- surrounding allies. This helps significantly reduce CPU load on maps with high AI numbers. Increases FPS. =0)

* rotorwash
	- updated scripts so they do not run on dedicated server. Added code:
		- <~5 + (random 5)>
		- <@ECP_server_id > -2>
		- <? (ECP_internal select 63) && (isnull player): exit>
	- updated scripts to use the new over water function correctly
	- Affected scripts are:
		- rotorwash.sqs
			- fixed an old bug, shore line is now detected correctly offering "shore" dust FX
		- heli_dust.sqs

* chopper_smoke
	- damage.sqs -- updated scripts so they do not run on dedicated server. Added code:
		- <~5 + (random 5)>
		- <@ECP_server_id > -2>
		- <? (ECP_internal select 63) && (isnull player): exit>

*tail_rotor
	- monitor.sqs-  added code to ensure MP is handled corectly
		- <~5 + (random 5)>
		- <@ECP_server_id > -2>
	- tailrotor.sqs
		- added an extra local check on units before their damage is altered
* back_blast
	- backblast_damage.sqs
		- fixed a bug introduced in 1.079 where blood would not squirt.

* plane_smoke
	- monitor_damage.sqs-  added code to ensure MP is handled corectly
		- <~5 + (random 5)>
		- <@ECP_server_id > -2>

* island_detection
	- get_matrix.sqs & init.sqf
		- Altered _logic2 and _origin to be emptydetectors and not logics. This returns a far more accurate result.
		- Bug fix. Island detection now works correctly when before it would previously fail 
		- due to time of day -altered tide. (especially on Malden). 
		- As a result, ALL island matrixs in ECP_island_Settings.sqf have been updated 
		- except for "Jungle Everon" which I dont have.  =0(. Perhaps some else can to do for me?

* grenadeHandlers
	- stopRolling.sqs
		- drop FX now seen with remote units that throw grenades
			- in the case of MP this script execs gren_impact_shock.sqs for non local units
		- bug fix, grenades now roll correctly according to their type 
			- (due to the many new types introduced in 1.079)
		- bug fix, grenades now make the correct sound when striking land (bug introduced in 1.079)
		- This script now executes grenade suppression, previously was done in eh_handler_fired.sqf
			- Solves the bug of white out occuring as soon as a non local grenade meets the ground.
		- updated to use the new over water function correctly
		-bug fix, non local grenades no longer randomly show water splashes on land.

	- SGinit_remote.sqs
		- bug fix, now works in MP with the new smoke grenades (introduced in 1.079)
		- enhanced for speed

	- SG_init.sqs
		- bug fix, smoke grenades no longer freeze in mid air and drop like a stone after their fuse expires
			- see (SGinit_air.sqs below)
		- enhanced for speed

	- fastext_SGinit.sqs
		- bug fix, now works if players side has altered to "enemy"
			- due to player killing too many friendly units(introduced in 1.079)
		- enhanced for speed

	- fastext_SGinit_remote.sqs
		- bug fix, now works in MP with the new smoke grenades (introduced in 1.079)
		- bug fix, now works if players side has altered to "enemy"
			- due to player killing too many friendly units(introduced in 1.079)
		- enhanced for speed

	- SGinit_air.sqs (NEW)
		- executed from SG_init.sqs, gives smoke FX if smoke grenade is in flight after fuse time.

	- tgren_suppression.sqs
		- updated for the new hand grenade code

* fountain

	- ext_fount.sqs & ext_fount_init.sqs
		- Fixed so that in game settings dialogue can turn on/off fountain FX during game.
		- <?isnull player> check now made after ECP_server_id > -2. 
		- This solves MP bug where script used to sometimes exit on a client.

* explosions

	- init.sqs
		- altered <@ECP_server_id != -2> to <@ECP_server_id > -2>
	
	- bodyfire.sqs
		- added extra check to inhibit effects on player during MP.
		- now uses FIRE LOD,FX no longer generated when out of LOD range, increased FPS
		- FX no longer generated on a dedicated server
		- code enhanced for speed
		- men no longer burn if their vehicle is destroyed in water.
		- added extra check so that units that have actually survived the vehicle explosion are no longer affected.

	- gren_impact_shock.sqs
		- MP issue fix
		- altered in attempt to stop water splashes being seen on land when non local units throw a grenade.

	- debriflamelets.sqs
		- flame position on shrap object has been tweaked
		- now setposes debri objects to [-1000000,-1000000] after finished, this appears increase fps
		- enhanced for speed

	- stone_smoke.sqs
		- now setposes stone objects to [-1000000,-1000000] after finished, this appears increase fps

	- expfire_generic_air.sqs
		- updated to use the new over water function correctly
	
	- handle.sqs
		- updated to use the new over water function correctly
	
	- explosion "blast flash" effects have been altered from cl_fire to halflight- less code better effect
	- note, this is not the actual explosion, but the initial flash.
		- affected scripts are:
		- expfire_generic_air.sqs
		- expfire_generic_land.sqs
		- expfire_ship.sqs
		- impact_shock.sqs

	-  satchel explosion effects updated, better performance, better effects, now uses island specific dust colour
		- affected scripts are:
		- satchel.sqf
		- e_satchel.sqs
		- sat_blast_wave.sqf (NEW)	(ECP_resources select 102)

	- shrap.sqf
		- bug fix, aircraft burning shrap now created at correct height while in flight.

	- expfire_generic_land.sqs
		- updated so that it acquires its 3d ECP_crater from the new ECP_crater bank
		- This improves performance as they are no longer camcreated at point of explosion, simply setposed.

	- crater_mon.sqs (NEW)
		- monitors the ECP_crater_obj_arr (ECP_internal select 144) and fills it up when below half empty
		- deletes all craters and exits on a dedicated server.


* spectate

	- nextCam.sqs
		- fixed a nasty bug where script would never exit and would execute again with every click in the
		- spectator dialogue, accounting for increased lag over time.
		- Introduced a new variable "ECP_nextcam_clicked". This = true when "next cam" is clicked.
		- "ECP_nextcam_clicked" is defined in the resource.cpp

	- spectate_MP_init.sqs (NEW)
		- used to initialise spectating during MP environment, required due to new ECP fast start up speed
		- executed from init.sqf
		

* settings_dialog

	- fixed a few old bugs
	- updated all scripts to accommodate the new ECP in game settings GUI
	- assume all scripts are updated

* dsai

	- updated so that in game gui can shut off dsai if required
		- Due to the fact that the server may be a dedicated server 
		- (meaning that none of the ECP clients would be chosen as the ECP server) 
		- Therefore, anyone can shut off DSAI in MP.
		- Once shut off it can not be enabled again during that game.
		- Updated all DSAI combat scripts to exec AI surrender scripts if required.
		- Affected scripts are:
			- g_scream.sqs
			- pg_res_rus_aware_mp.sqs
			- pg_res_rus_aware_sp.sqs
			- pg_res_rus_idle_mp.sqs
			- pg_res_rus_idle_sp.sqs
			- pg_rus_aware_mp.sqs
			- pg_rus_aware_sp.sqs
			- pg_rus_idle_mp.sqs
			- pg_rus_idle_sp.sqs
			- pg_us_aware_mp.sqs
			- pg_us_aware_sp.sqs
			- pg_us_idle_mp.sqs
			- pg_us_idle_sp.sqs
			- res_rus_aware_mp.sqs
			- res_rus_aware_sp.sqs
			- res_rus_idle_mp.sqs
			- res_rus_idle_sp.sqs
			- rus_aware_mp.sqs
			- rus_aware_sp.sqs
			- rus_combat_mp.sqs
			- rus_combat_sp.sqs
			- rus_idle_mp.sqs
			- rus_idle_sp.sqs
			- us_aware_mp.sqs
			- us_aware_sp.sqs
			- us_combat_mp.sqs
			- us_combat_sp.sqs
			- us_idle_mp.sqs
			- us_idle_sp.sqs

	- dsai_handle.sqs
		- altered <@ECP_server_id != -2> to <@ECP_server_id > -2>

	 - res_rus_captive_sp.sqs (NEW)
		- single player only
		- makes captive POWs shuffle around and say a few Russian phrases, used for RESISTANCE and EAST.

	 - res_rus_captive_mp.sqs (NEW)
		- multiplayer only
		- only runs on server
		- makes captive POWs shuffle around and say a few Russian phrases, used for RESISTANCE and EAST.

	 - us_captive_sp.sqs (NEW)
		- single player only
		- makes captive POWs shuffle around and say a few US (English) phrases, used for WEST.

	 - us_captive_mp.sqs (NEW)
		- multiplayer only
		- only runs on server
		- makes captive POWs shuffle around and say a few US (English) phrases, used for WEST.

* flies

	- flies_pause.sqs
		- Fixed so that in game settings dialogue can turn on/off flies during game.

* halo

	- altimeter.sqs
		- height rounded to nearest meter. Pause between height reports increased to 2 seconds.

* radio_chatter

	- radio_chatter.sqs
		- Fixed so that in game settings dialogue can turn on/off radio_chatter during game.
		- <?isnull player> check now made after ECP_server_id > -2. 
		- This solves MP bug where script used to sometimes exit on a client.

* array_mon

	- arr_mon.sqs
		- added pause at start
		- altered <@ECP_server_id != -2> to <@ECP_server_id > -2>
		- now kicks in after 30 seconds and not 3 minutes
		- added code to monitor ECP_dead_men_array (ECP_internal select 138) if they are revived or deleted.

* AI_join

	- monitor.sqs and monitor_release.sqs
		- updated so that in game gui can shut them off if required (server only)
			- Once disabled, it can not be enabled again during that game.

	- AI_join_MP_init.sqs (NEW)
		- used to initialise AI join during MP environment, required due to new ECP fast start up speed
		- executed from init.sqf

* snow

	- snow.sqs & snow_random.sqs
		- <?isnull player> check now made after ECP_server_id > -2. 
		- This solves MP bug where script used to sometimes exit on a client.

* altitude

	- Alt_monitor.sqs
		- Fixed so that in game settings dialogue can turn on/off altitude warning during game.
		- Now executes on all machines, then exits by checking if <? isnull player >.

* churches

	- church.sqs and church_init.sqs
		- fixed so that these now work in maps that use time acceleration.
		- <?isnull player> check now made after ECP_server_id > -2. 
		- This solves MP bug where script used to sometimes exit on a client.

* helo_commands

	- Helo_coms.sqs
		- Bug fix. User actions that were added to the player prior, are now no longer removed by helo coms. 
		In particular "RELEASE UNITS", after the player has ejected from aircraft and uses a parachute.

* server

	- AIM.sqs
		- fixed a few bugs
		- now runs on server also (required for DSAI if players wish to shut DSAI off during MP game)
		- fixed a bug where settings gui pub vars were not acquired correctly on clients during MP
		- added a check that makes sure DSAI is completely disabled in MP if AI info share has been disabled

	- getserver.sqs
		- Updated code so that dedicated server is now acquired correctly due to faster ECP load time.
			- Previous code would fail to correctly acquire dedicated server because ECP loaded before the variable 			- "player" was created. Therefore <? isnull player> would = true on ecp clients, 
			- thus giving false status of that client being a dedicated server.
	
		- ECP_publicPending = true;publicVariable "ECP_publicPending"
			- made sure these two broadcasts are done instantly in the same line.
			- This ensures that AIM.sqs will not convert ECP_publicPending to false 
			- before it is broadcast as a pub var.
			- This is because AIM.sqs is now also run on the ECP server.

		- Added check to set soldier bullet whiz to false for dedicated server.
			- Required due to intro/outro check code (ECP_local select 68) being altered (by me) in ECPdatabase.ldf 
			- to cater for certain MP maps where it would set it incorrectly to false when it should have been true 
			- for the client. This issue has been fixed. Again, this issue is related to the variable "player"
			- not being loaded in time (during MP) before it is checked in ECPdatabase.ldf.sqf

		- Added check to set hand grenade suppression to false for dedicated server.

		- Added warning that player will see if their computer is incorrectly detected as being a dedicated server.

		- Added code to remove all the following camcreated objects on a dedicated server, as they are not required.
			- ECP_arm_burn_debri_obj_arr (ECP_internal select 65)
			- ECP_crater_debri_obj_arr (ECP_internal select 125) 
			- ECP_dust_obj_arr (ECP_internal select 66)
			- ECP_whiz_obj_arr (ECP_internal select 67)
			- ECP_shellwhiz_obj_arr (ECP_internal select 69)
			- ECP_impactshock_obj_arr (ECP_internal select 71) 
			- this offers significant performance gain for dedicated servers. =0)

* AI_surrender (NEW)-- Hats off to General Barron  =0) 
	- This is a heavily modified version that should work in MP , fingers crossed (alpha code)
	- I have added some new features to it such as interrogation, escape and re arming.
	- It is all tied into AI info share and DSAI and requires them both to work. 
	- They'll talk to you, annoy you, lie to you, follow you (or halt), attempt to escape and re arm
	- and do their best to get back onto their mission waypoints (if they can).
	- You can interrogate them for info, higher rank means more info.
	- (please see ECP_settings.sqf for more details)

	- captive.sqs (NEW)
		- the initial script to run for each surrendering unit,
		- he basically drops his weapons and puts his hands on his head

	- captiveCapture.sqs (NEW)
		- executed from an action added to the unit that has surrendered.
		- once executed, the surrendering unit becomes the players captive.
		- this is the script that makes him follow you.
	
	- captiveEscape.sqs (NEW)
		- executed from captive.sqs.
		- this monitors all the enemy units near the surrendering unit so that he can attempt to escape
		- if the conditions are right for it.
		- This is the script that allows him to escape and scavenge weapons.

	- captiveInterrogate.sqs (NEW)
		- executed from an action added to the captive.
		- a playmove simulates the player hitting the captive, he'll then spew the details or lie to you.
		- Beware, interrogation is meant to hurt, and it does. Too much will kill the captive.

	- captiveStop.sqs (NEW)
		- executed from an action added to the captive.
		- tells him to stop or to follow you.

	- destroy_gun.sqs (NEW)
		- executed from an action added to the captives dropped weapons.
		- allows you to destroy his weapons.
		- you dont have to though, you could take his nice shiny gun for yourself. =0)

	- pub_var_pause.sqs (NEW)
		- Multiplayer only
		- used to delay certain public variables during AI surrender scripts for correct client acquisition.
 
	
	- (NEW) ECP_find_closest_pow_guard (ECP_resources select 103) function
	- (NEW) ECP_find_closest_armed_dead_man (ECP_resources select 104) function
	- (NEW) ECP_find_allies
	- please see ECPdatabase.sqf above for details on these 3 new functions

		



1.079 - 04/04/05 (MorMel/Komuna)
* ECP_Effects
	- Added bullet impact dust effect for development purposes
	- Modified grenade handling scripts to handle multiple multi-side models
	- Improved ECP loading process, so that ECP loads instantly at the begining of a mission
	- Added new 3D models for grenade simulations, night vision, bullet cartridge effects and explosion crater

* Main Configuration
	- Reconfigured ECP_Effects section
	- Altered definitions for new NV screen models
	- Added definitions for "init" event handlers

1.078 - 30/01/05 (Zayfod)
* ECP_Effects
	- Fixed a bug where helocoms attempted to exec multiple times during MP
	- Fixed a large bug where the "logic" arrays were not being replenished correctly during gameplay.

1.077 - 27/01/05 (RED & Komuna)

* ECP_Effects (RED & Komuna)
	- Added backwards compatibility monitor

* Main Configuration (Komuna)
	- Default and Dynamic Range configurations are loaded from header files into the main configuration
		- Now, the main configuration can be edited only once
	- Restructured ECP_Effects section, in order to prevent abnormal model behaviour

1.076b - 16/01/05 (Zayfod & Kurayami)

* ECP_Effects (Zayfod)
	- Fixed a major MP bug whereby ECP public variables were not recieved by ECP clients.
	- Updated ECP_settings.sqs so that the End User can choose to switch off ECP_AI_release_enable

* Main configuration
	- Fixed AIdispersioncoefX and AIdispersioncoefY values under cfgWeapons (Zayfod)
		- class Rifle : MGun
		- class MachineGun7_6Manual : MachineGun7_6
	- Altered aiRateOfFireDistance under cfgWeapons, in order to prevent frequent bursts (Kurayami)

1.076a - 10/01/05 (Zayfod)

* ECP_Effects
	- Fixed church lighting bug, caused by previous version modification
	- Updated ECP_Island_Settings.sqs
	- Updated DSAI so units can't talk in stealth mode
	- Implemented ORCS' Main Tank Gun Flash effect for Tanks and Apcs (dynamicaly, depending on vehicle type)
	- Bug fix. The Ch-29T rockets on the SU 25 now have rocket trail FX

1.075b - 09/01/05 (MorMel/Komuna)

* Fixed several bugs from previous version:
	- White textures and extreme lag in gore effects
	- AI prevented from viewing over blood splat models
	- AT backblast function bug, caused by truncation of the code

1.075a - 04/01/05 (MorMel/Komuna)

* Main configuration (config and resource) reviewed:
	- Handgun and other animation issues solved
	- Merged ECP_Blood configuration
	- UI updated and Explosion Simulation references removed
	- Added blood texture preloading to the INIT EH, in order to avoid
	  white rendering of the textures

* ECP_Effects
	- Updated ECP_getGloPos and ECP_getRelPos functions
	- The reference objects arrays are declared via database
	- Updated grenade textures
	- Improved NVG screen layer (now in two versions) and made compatible with DXDLL
	- Added new brass models for both rifle and pistol cartridges
	- Added "after death bleeding" initialisation to KILLED EH
	- Updated the bodyfire script
	- Added new scripting resources @resources

* ECP_Blood
	- Added new animated models and blood textures
	- Added critical injury bleeding and after death bleeding


1.074b - 04/12/04 (Zayfod) - DEV VERSION 

Due to the size of the 1.074b update this table of contents may help

* CONTENTS

* 1.074b Generic Update (for end users)
	- explosion FX
	- suppression
	- helo commands
	- AI suppressing fire
	- smarter AI
	- A.A.D (Adaptive Ally Detection)
	- singing large churches
	- new fountains
	- new street lamps
	- D.S.A.I (Dynamic speaking AI)
	- new ECP architecture
	- new addon support
	- new weather
	- new lighthouse effects
	- new sandbag config settings
	- bouncing grenades
	- bouncing/floating smoke grenades (AI view blocking)
	- radio chatter
	- enhanced MP reliability
	- visual FX

* 1.074b Detailed Update (for developers)
	- effects_addons.zip:
		- development_procedure
		- ECP_effects config.cpp
		- Dual versions of all scripts and functions
		- ECPdatabase (function)
		- AI_infoshare & A.A.D (Adaptive Ally Detection)
		- AI join
		- AI suppressing fire
		- Altitude
		- Array mon
		- Back blast
		- Bullet whiz
		- camp fire
		- Chopper smoke
		- churches
		- debug
		- DSAI (Dynamic Speaking AI)
		- EH_fired_subs
		- explosim
		- explosions
		- fence
		- fire
		- flies
		- fountain
		- grenadeHandlers
		- halo
		- helo commands
		- island detection
		- jamming
		- lighthouse
		- lod
		- models
		- plane smoke
		- radio_chatter
		- rotorwash
		- server
		- snow
		- tail rotor
		- weap smoke
		- weather
		- ECP_init.sqs
		- eh_handler_fired.sqf
		- eh_handler_getout.sqf
		- eh_handler_killed.sqf
		- init.sqs
		- mp_handler_sound.sqs
		- ECP_settings.sqs
		- ECP_Island_Settings.sqs
		- ECP_Blood_Settings.sqs
		- resource.cpp
		- ECP_blood

	- bin_normal.zip and bin_dr.zip
	- dta.zip
	

==================================================
==== 1.074b Generic Update Description Begins ====
==================================================

* THE NEXT GENERATION ECP BEGINS!

* complete rewrite
	- many bugs fixed and many new features added, to name but a few:

* new explosion FX from All ordinance
	- soil thrown up
	- shock waves
	- large armour shrapnel and stones fly through the air
	- water splashes and sprays
	- engulfing dust waves that'll make you choke 
	- smouldering debri and crater holes
	- ongoing secondary explosions, ammo cooking off streams through the air.
	- large magazine explosions that'll make your ears bleed.

* new suppression from ALL ordinance.
	- Ear ringing
	- White out

* new helo commands including onmapsingleclick
	- command AI helos for simultaneous fast insertions (as many as you like)
	- have multiple AI helos standing by waiting for your "GO!"
	- call for extraction (day time pop smoke, night time use strobe)
	- order AI to fly low and skim the tree tops or go high for a HALO drop
	- order emergency landings (remotely or while in helo)

* new AI suppressing fire 
	- crawl below sandbags and hear the bullets fly over you (alpha code, under development).

* new smarter AI -- And I mean they are bitchen smarter than before.
	- AI hear better
	- AI see better
	- AI share information with surrounding allies (see A.A.D)
	- AI information shared between all vehicle types. Air/Sea/Land.
	- AI memory degrades
	- AI may call for support
	- AI group spacing increased
	- AI throw smoke when retreating
	- AI fire flares at night upon contact.
	- AI accuracy decreased to more realistic values via config
	- AI rate of fire increased via config (machine guns now open up)
	- AI now fire over non destroyed sandbags at close range
	- AI Artillery support is under development

* new A.A.D (Adaptive Ally Detection) Revolutionary!
	- ECP now determines who Resistance is allied with and thus AI will share information with appropriate allies.

* new singing large churches 
	- light up at night 
	- Monks inside sing ancient Gregorian chants
	- Works with large churches made using createvehicle command in game

* new fountains
	- light up at night with water sound FX on all islands
	- water DROP FX
	- Works with fountains made using createvehicle command in game

* new street lamps (realistic reduced brightness on all islands)
	- Finally, no longer will one single lamp flood light an entire town like it used to.

* new D.S.A.I (Dynamic speaking AI) Revolutionary!
	- hear AI scream out in battle, speak nervously before battle, or joke around when safe.
	- hear AI laugh,
		tell jokes, 
		sing, 
		cry, 
		call retreat,
		call contact, 
		call ceasefire,
		warn you of spotted armour, grenades, scream "Incoming!", and more!
	- all phrases are reactionary and have actual meaning according to the events that are taking place
	- over 650 individual Russian and American phrases spoken.
	- 120 new injured yells.
	- The battlefield is transformed into a terrifyingly realistic audio experience.

* new ECP architecture (performance enhancements like you wouldn't believe)
	- Our entire architecture has been completely re-written
	- All scripts and functions condensed and optimised for maximum performance
	- High number of old scripts converted to functions
	- The "Save Game" bug has been solved! (fingers crossed)

	- D.G.A.S (Dynamic Global Array System) Revolutionary!
		- D.G.A.S keeps all Functions, Variables, Strings and Bools in only four single global arrays 
		- D.G.A.S is self adjusting and adapts constantly during the game.  
		- D.G.A.S offers a massive performance increase.

* new addon support! (regardless of gun name, ammo name, or vehicle name)
	- many ECP FX no longer require constant updating due new addons being introduced.

* new weather -- island specific
	- optional heavy rain down pours that remain constant.
	- Ability to set random/constant FOG now works correctly

* new lighthouse effects
	- Nogova light houses now work
	- hear the light house horns at night
	- Lighthouse doors are lamp lit

* new sandbag config settings
	- AI will now fire over sandbags in front of them without the need to detroy the sandbags.

* new animated bouncing grenades. Revolutionary!
	- New High detail grenade Model
	- Pin flys out when thrown
	- They splash when they hit water
	- They thud when they hit the ground
	- They bounce, tumble and roll

* new animated bouncing/floating smoke grenades that AI can't see through!
	- New High detail smoke grenade Models
	- Pin flys out when thrown
	- They splash when they hit water
	- They thud when they hit the ground
	- They bounce, tumble and roll
	- Reworked smoke DROP FX gives very realistic looking smoke
	- AI View is Blocked accurately, exactly where the smoke drifts to according to the wind.
	- Smoke canister Sound FX
	
* new radio chatter while in aircraft.
	- Hear actual RL recordings of sorties, engagements, and air traffic control--adds fantastic atmosphere

* new enhanced MP reliability!
	- Proven MFCTI stability
	- Proven better MP code
	- Many resource leaks fixed
	- Many existing bugs fixed

* new lingering smoke from all weapons!

* new camp fire effects.
	- new smoke, flames, sparks, and ash

* Almost all visual FX have been enhanced including
	- Enhanced fire and smoke FX on burning men and debri
	- Enhanced smoke, ash, and sparks on burning vehicles
	- Added grey smoke.
	- Sparks and blood FX now seen at greater distances with no extra lag
	- ECP_Blood code has been optimised for speed with much less cpu strain.

================================================
==== 1.074b Generic Update Description Ends ====
================================================

* The following detailed update is intented for developers only, End Users need not read any further.

===================================================
==== 1.074b Detailed Update Description Begins ====
===================================================

effects_addons.zip:

* development_procedure readme (NEW)
	- An introduction to the new Architecture with development tips and guide lines

* ECP_effects config.cpp
	- Merged all ECP_Effects config.cpp code into the MAIN config.cpp. 
	- This solves some outstanding issues.
		1) 
		- DR config has a very different volume configuration to Standard BIS config. 
		- DR is, in general, much louder. 
		- As a result, many ECP sounds are either very quiet or are not heard at all while playing DR version. 
		- By shifting all the ECP sound volumes to this main config we can now set ECP volumes correctly 
		- for either DR or standard BIS config.
		- All ECP volumes in DR MAIN config.cpp are thus set to reflect the DR environment.
		- All ECP volumes in Standard BIS MAIN config.cpp are thus set to reflect the Standard BIS environment.

		2)
		- Memory management appears to be superior by incorporating all ECP config code into the MAIN config.cpp.
		- I cannot prove that adding units/objects/ammo/etc via "cfgpatches" is inferior, 
		- (in theory it shouldn't matter) but the results to date are solid.
		- The issue of grenade models disappearing below ground seems to be solved 
		- by resorting to this complete merge.
		- I have not experienced a single grenade model abnormality to date with this configuration.
		- Performance and stability appears better.

		3)
		- Errors in the config.cpp are detected immediately upon start up. 
		- By using this complete merged method I have found hidden errors that would have otherwise
		- been undetected were they in the old ECP_Effects config.cpp.
		- Example: duplicate sound entries in the config.cpp were reported.

		4) 
		- Sounds/objects etc may be quickly introduced into the game
		- no need to pbo ECP_effects in order to introduce new sounds/objects for testing
		- simply add them to this commented MAIN config and fire up OFP =)

	- The final decision about merging the two configs remains pending. 
	- More trials are required, but these results seem very good.
	- please see commented MAIN config.cpp for more details

* Dual versions of all scripts and functions
	- development versions
		- Every single script and function is fully commented 
		- labeled as such
			- XXXXX_commented.sqs
			- XXXXX_commented.sqf

	- release versions
		- Every single script and function truncated to a maximum of two character variables
		- all comments, paragraghing, tab spacing removed.
		- designed for maximum speed
		- labeled as such
			- XXXXX.sqs
			- XXXXX.sqf
		- NOTE: ALmost every single function is merged into ECPdatabase in release version
			- therefore they are removed from their folder or indeed the entire folder is removed
			- before packing to PBO

* ECPdatabase (function)
	- The true core of the ECP
	- Due to the complexity of the new ECP we have a four stage process for this most important file
	- Made up of 3 development versions 
		- ECPdatabase.ppf.sqf
			- contains all comments and descriptions
			- local variables are mostly understandable words
			- paragraphing and tab spacing for easy reference
			- most functions are called using <loadfile format>

		- ECPdatabase.ldf_dev_commented.sqf
			- local variables are mostly understandable words
			- paragraphing and tab spacing for easy reference
			- most functions are called using <loadfile format>

		- ECPdatabase.ldf_dev.sqf
			- local variables are all converted to one character
			- most functions are called using <loadfile format>

	- and one release version
		- ECPdatabase.ldf.sqf
			- local variables are all converted to one character
			- almost every single ECP function merged into ECPdatabase (faster than <loadfile format>)
			- No comments
			- No paragraphing or tab spacing
			- designed for maximum speed

* AI_infoshare
	Reworked AI infoshare completely. It is now dynamic and self adjusting.
		- All AI info share scripts rely on global arrays that are updated automatically by ECP engine.
			- Caters for spawned units
			- Lowers cpu load as global arrays are trimmed during game of all dead and null objects.
		- Can now determine who resistance is enemy/friendly to automatically.
			- This means West/East will broadcast to friendly Res and vice versa. (see A.A.D below)
		- Infoshare governs and executes DSAI combat talk scripts.
			- Includes a check for reloaded saved games to reinitiate DSAI combat talk scripts.
			- This is because the arrays passed from the infoshare script to the DSAI combat talk scripts are 				destroyed after a reloaded game--hence a new execution of the DSAI scripts is required.
		- Broadcasts are now more realistic in their execution.
			- Memory degrades over time.
			- Broadcasts not made to members in same group or to dead units.
			- Broadcast recipiants now include all vehicles if within the range not just men. 
			 (As radio transmissions would work in RL)
			- Broadcast enemys now include all vehicles not just men.
			- Broadcast intervals are now seperate from detection intervals (end user may set accordingly)
		- Made completely MP compliant 
			- Note: Player/(players group) can not info share to non local AI units in MP
		- Upated Knownunits.sqf and created a new Knownunits2.sqf to cater for above changes.
		- Note: Infoshare does not work for civilians at this stage.
		- Fixed a bug where infoshare was executed multiple times for same group during respawn.
	Altered code in all info share scripts so that flaring parameter is passed from the info share scripts
	to the DSAI combat talk scripts according to side.
	Flaring availability is set in ECP_settings.sqs. 1 = available, 0 = not available
	These are set thus:
		- WEST -- ECP_public set [56, 1 ] or ECP_public set [56, 0 ] 
		- EAST -- ECP_public set [57, 1 ] or ECP_public set [57, 0 ] 
		- RES -- ECP_public set [58, 1 ] or ECP_public set [58, 0 ]

	-infoShare_handle.sqs
		- Dishes out the correct scripts to the correct groups according to game environment
			- Either SP/MP/Intro/Outro/Playable Server/Dedicated Server/Client
		- A.A.D (Adaptive Ally Detection) -- part of infoshare
			- achieved by selective checks made in infoshare scripts and real time global array updates.
			- This process of elimination is effective and saves many resources in the long run.
			- The elimination process generally only requires two of the three sides to meet for a result.
			- Many new developments may benefit from this such as AI artillery support. 
		- executed by WEST group leaders
			- When EAST and RES are both present in map--> EAST will be enemy, RES may or may not be enemy
				- infosharewest1.sqs
					- infosharewest1.sqs executes and governs the DSAI combat scripts.(A great resource saver)
				- if RES is found to be Ally with WEST
					- infosharewest1.sqs exits
					- infosharewest1b.sqs takes over
				- if RES is found to be enemy to WEST
					- infosharewest1.sqs exits
					- infosharewest1a.sqs takes over
			- Only RES is present--> assume RES is enemy
					- infosharewest2.sqs
			- Only EAST is present--> EAST is enemy
					- infosharewest3.sqs

		- executed by EAST group leaders
			- When WEST and RES are both present in map--> WEST will be enemy, RES may or may not be enemy
				- infoshareeast1.sqs
				- if RES is found to be Ally with EAST
					- infoshareeast1.sqs exits
					- infoshareeast1b.sqs takes over
				- if RES is found to be enemy to EAST
					- infoshareeast1.sqs exits
					- infoshareeast1a.sqs takes over
				- Only RES is present--> assume RES is enemy
					- infoshareeast2.sqs
				- Only WEST is present--> WEST is enemy
					- infoshareeast3.sqs

		- executed by RES group leaders
			- EAST and WEST are both present--> EAST may or may not be enemy, WEST may or may not be enemy
				- infoshareres1.sqs
				- if RES is found to be Ally with WEST
					- infoshareres1.sqs exits
					- infoshareres1b.sqs takes over
				- if RES is found to be Ally to EAST
					- infoshareres1.sqs exits
					- infoshareres1a.sqs takes over
				- if RES is found to be enemy to all
					- infoshareres1.sqs exits
					- infoshareres1c.sqs takes over
				- if RES is found to be Ally to all
					- infoshareres1.sqs exits
				- Only EAST is present--> assume EAST is enemy
					- infoshareres2.sqs
				- Only WEST is present--> assume WEST is enemy
					- infoshareres3.sqs
					
* AI join
	- monitor.sqs
		- Replaced an @ loop at start with a ~1 loop.

* AI sup fire (AI suppressing fire) (NEW)
	- alpha code (in development)
	- draws small arms fire only for short periods
	- single player mode only
	- uses invisible targets placed over player to draw AI fire if following conditions are met:
		- enemy AI know enough about player already that he is considered enemy
		- player has fired from a crouched or standing position and not be in a vehicle
	- invisible target is low priority 
		- if AI have better things to shoot at(IE other real targets) then they wont waste bullets on it.

* Altitude
	- altitude.sqs
		- No longer executed for every single aircraft on map.
		- Now only runs once when player is pilot of an aircraft. Vehicle specific
		- Code updated accordingly

	- Alt_monitor.sqs (NEW)
		- Monitors when player is/isn't pilot of an aircraft
		- Execs altitude.sqs when appropriate.
		- Monitors if player has AI helos under his/her control
		- Execs Helo_coms_pause.sqs and Helo_coms.sqs when appropriate. (see Helo coms)

*Array mon (NEW)
	- arr_mon.sqs
		- monitors all ECP large arrays and culls them accordingly to save resources throughout the game
	- player_spawn_mon.sqs
		- monitors player respawns during MP to update the ECP_player_arr array (see server)
		- broadcasts the pub var ECP_player which remote clients will then acquire for their ECP_player_arr array
	
* Back blast
	- backblast_damage.sqs
		- Updated to cater for the new dynamic ECP global arrays, solves zero divider error. (see Array mon)
		- GLobal vars ECP_play_unit && ECP_play_sound now only declared during MP

	- backblast.sqs
		- This script now also used by armour and aircraft
		- Added check so that small debri is not created when fired by air/armour.

	- backblast_trail.sqs
		- This script now also used by armour and aircraft
		- Enhanced to be more realistic:
			- Smoke fades out as projectile gains velocity--(Based on real photos)
			- Overall opacity reduced
		- Note. backblast_trail.sqs used to track missile and executes impact_shock.sqs (see explosions)

	- law_smoke_inflight.sqf (ECP_resources select 73) (NEW)
		- Sub function to backblast_trail.sqs
		- Added to increase performance

	- law_smoke_start.sqf (ECP_resources select 72) (NEW)
		- Sub function to backblast_trail.sqs
		- Added to increase performance

	- zuni_trail.sqs (NEW)
		- Used by aircraft for zuni rockets
		- Similar to backblast_trail.sqs but thinner trail
		- Smoke fades out as projectile gains velocity--(Based on real photos)
		- Note. zuni_trail.sqs used to track missile and executes impact_shock.sqs (see explosions)

	- zuni_smoke.sqf (ECP_resources select 74) (NEW)
		- Sub function to zuni_trail.sqs
		- Added to increase performance

* Bullet whiz
	- manfired.sqs
		- Removed. Replaced with bulletfired.sqs

	- bulletfired.sqs (NEW)
		- Enhanced code. Used by men and armour
		- Many previous checks are now made in,
			ECP_Effects\EH_fired_subs\eh_handler_man_fired.sqf
			ECP_Effects\EH_fired_subs\eh_handler_armour_fired.sqf

	- tankfired.sqs
		- Removed. Replaced with shellfired.sqs

	- shellfired.sqs (NEW)
		- Enhanced code. Used by armour
		- Many previous checks are now made in,
			ECP_Effects\EH_fired_subs\eh_handler_man_fired.sqf
			ECP_Effects\EH_fired_subs\eh_handler_armour_fired.sqf
		- Note. shellfired.sqs used to track shell and executes...
			impact_shock.sqs (see explosions)
			and DSAI incom_scream.sqs (see DSAI)

*camp fire (NEW)
	- c_fire.sqs
		- Offers new fire, ash, spark FX for standard BIS camp fires
		- Executed via init eventhandler in MAIN config

*Chopper smoke
	-damage.sqs
		- Now uses LOD (Level of Detail)
		- Updated DROP FX

*churches (NEW)
	- church.sqs
		- Pretty coloured lights on churches that sing Gregorian chants. The MONKS LIVE =)
		- End user may control:
			- lights, on/off
			- light time, on/off
			- Chance of event occuring for churches
	- church_init.sqs
		- As above, but this script used for churches made ingame using createvehicle
		- Executed via init eventhandler in MAIN config

	- start.sqs
		- island recognition and church object IDs collated from ECP_island_settings.sqs to exec church.sqs

*debug
	-init.sqs removed
		- All global vars and init sequences shifted to specDialog.sqs.
		- This means they are now only loaded when required during debug in the editor and not in MP/SP.

*DSAI (Dynamic Speaking AI) (NEW)
	- Covers American English and Russian Languages
	- switched off by default
	- MP compliant
		- A concise script handler ensures correct script allocation during MP between server and client.
		- Server handles all non local AI scripts
	- DSAI is adaptive to group changes (see AI join),respawns, it even knows what side Resistance units are on.
		- DSAI also knows when a soldiers ammo has run out or he has no weapon.
	- Script culling is monitoring by extensive range of low lag checks
	- Random AI animations are enacted according to behaviour -- they may even sit down and take a break =)
	- AI are silent while in stealth mode.
	- AI throw smoke when retreating, but only if enemy is not too close to them
	- AI fire flares at night upon enemy contact, but only if they have no NV goggles
	- AI in safe mode will talk while in vehicles
	- AI talk to each other but not to player. AI chats are not group dependant.
		- One group member may talk to a member of another group
	- Spoken phrases are reactionary according to the events AI experience and their health.
	- End user is able to stipulate:
		- DSAI classes exempt
		- individual DSAI units exempt 
		- DSAI side exempt
		- (See ECP_settings.sqs)
	- The following are important Arrays of direct interest to developers:
		- Safe Mode
			- RES/EAST/WEST use the following arrays to select sound files
				- ECP_dsai_US_idle_comments_arr (ECP_local select 149)
				- ECP_dsai_RUS_idle_comments_arr (ECP_local select 156)
					- The following are only sung if a group numbers eight or more
						- ECP_dsai_US_song_arr (ECP_local select 150)
						- ECP_dsai_RUS_song_arr (ECP_local select 157)
			- Random idle animations enacted using playmoves selected from
				- ECP_DSAI_idle_movements (ECP_interal select 115)

		- Aware Mode
			- RES/EAST/WEST use the following arrays to select sound files
				- ECP_dsai_us_aware_comments_arr (ECP_local select 151)
				- ECP_dsai_rus_aware_comments_arr (ECP_local select 158)
					- The following are only spoken after proof of combat
						- ECP_dsai_rus_ceasefire_comments_arr (ECP_local select 159)
						- ECP_dsai_us_ceasefire_comments_arr (ECP_local select 152)
			-Random aware animations enacted using playmoves selected from
				- ECP_DSAI_aware_movements (ECP_interal select 114)

		- Combat Mode
			- RES/EAST/WEST use the following arrays to select sound files
				- ECP_dsai_us_combat_spotted_comments_arr (ECP_local select 153)
				- ECP_dsai_rus_combat_spotted_comments_arr (ECP_local select 160)
					- The following are only spoken after proof of combat
						- ECP_dsai_us_combat_comments_arr (ECP_local select 154)
						- ECP_dsai_us_combat_reply_comments_arr (ECP_local select 155)
						- ECP_dsai_rus_combat_comments_arr (ECP_local select 161)
						- ECP_dsai_rus_combat_reply_comments_arr (ECP_local select 162)

		- If a hand grenade lands near
			- RES/EAST/WEST use the following arrays to select sound files
				- ECP_dsai_us_grenade_screams_arr (ECP_local select 167)
				- ECP_dsai_rus_grenade_screams_arr (ECP_local select 168)

		- if shells, mortars, rockets are incoming
			- RES/EAST/WEST use the following arrays to select sound files
				- ECP_dsai_us_incoming_comments_arr (ECP_local select 185)
				- ECP_dsai_rus_incoming_comments_arr (ECP_local select 186)

		- if AI are fleeing
			- WEST use the following array to select sound files (currently we have no Russian sound files)
				- ECP_dsai_us_retreat_comments_arr (ECP_local select 182)

		- if AI detect enemy armour
			- RES/EAST/WEST use the following arrays to select sound files
				- ECP_dsai_us_armour_spotted_comments_arr (ECP_local select 183)
				- ECP_dsai_rus_armour_spotted_comments_arr (ECP_local select 184)

		- MP DSAI scripts and functions use the ECP_player_arr array to acquire a human audience

	-Various functions that slightly differ according to their specific use in DSAI
		- closest_men_to_incoming_pos.sqf (ECP_resources select 91) used for incoming screams
			- gets closest men to an impact co ordinate within 50 M
			- excludes units of same side to firing unit
			- excludes DSAI exempt units and units that have already screamed.
			- excludes dead men and men in vehicles
			- sorts units from closest to farthest

		- closest_men_to_pos.sqf (ECP_resources select 79) used for grenade screams
			- gets closest men to co ordinate within 20 M
			- excludes unit that fired the grenade
			- excludes DSAI exempt units
			- excludes dead men and men in vehicles
			- sorts units from closest to farthest

		- closest_units.sqf (ECP_resources select 78) used for safe and aware talk in SP only
			- gets closest men to a talking unit within 20 M for a reply
			- excludes dead men and player
			- excludes DSAI exempt units
			- excludes men that are so damaged they shouldn't be making small talk but yelling in pain
			- sorts units from closest to farthest

		- closest_units_mp.sqf (ECP_resources select 89) used for safe and aware talk in MP only
			- gets closest men to a talking unit within 20 M for a reply
			- excludes dead men and all units in ECP_player_arr (all the ECP players)
			- excludes DSAI exempt units
			- excludes men that are so damaged they shouldn't be making small talk but yelling in pain
			- sorts units from closest to farthest

	- dsai_handle.sqs
		- Dishes out the correct scripts to the correct groups according to game environment
			- Either SP/MP/Intro/Outro/Playable Server/Dedicated Server/Client
			- DSAI does not run during intros and outros
		- Executed by WEST/EAST/RES group leaders 
			- The following will only execute in MP if an ECP player is in the group (leader or not)
			- These may execute on a client/playable server/dedicated server during MP, according to side
			- If an ECP player is leader then his/her playable server/client will exec the idle/aware scripts.
			- If AI is leader then the group will exec the idle/aware talk scripts on the dedicated server.
			- Confused? You should be, I know I am.
				- pg_us_idle_mp.sqs
				- pg_us_aware_mp.sqs
				- pg_rus_idle_mp.sqs
				- pg_rus_aware_mp.sqs
				- pg_res_rus_idle_mp.sqs
				- pg_res_rus_aware_mp.sqs

				- The following dummy infoshare scripts are executed from the dsai_handle.sqs
				- These will not exec on a playable server/dedicated server
				- They will execute only on a client.
				- The players group on his/her playable server will exec the real infoshare script.
				- Their dummy status is defined by 2nd element of executing array = 1; example [_man,1]
				- Dummy status means they dont actually share info with other units
				- A players group cant share info with non local AI at this stage.
				- However, they are still required to execute and govern the DSAI combat scripts.
				- The process of script selection for execution is explained above in info share
				- please see info share above for more details
					- infosharewest1.sqs
					- infosharewest2.sqs
					- infosharewest3.sqs
					- infoshareeast1.sqs
					- infoshareeast2.sqs
					- infoshareeast3.sqs
					- infoshareres1.sqs
					- infoshareres2.sqs
					- infoshareres3.sqs

			- The following will only execute in MP if an ECP player is NOT in the group, according to side
			- These only execute on a dedicated server/playable server 
				- us_aware_mp.sqs
				- us_idle_mp.sqs
				- rus_aware_mp.sqs
				- rus_idle_mp.sqs
				- res_rus_aware_mp.sqs
				- res_rus_idle_mp.sqs

			- The following will only execute in SP if an ECP player is in the group, according to side
				- pg_us_idle_sp.sqs
				- pg_us_aware_sp.sqs
				- pg_rus_idle_sp.sqs
				- pg_rus_aware_sp.sqs		
				- pg_res_rus_idle_sp.sqs
				- pg_res_rus_aware_sp.sqs

			- The following will only execute in SP if an ECP player is NOT in the group, according to side		
				- us_idle_sp.sqs
				- us_aware_sp.sqs
				- rus_idle_sp.sqs
				- rus_aware_sp.sqs
				- res_rus_idle_sp.sqs
				- res_rus_aware_sp.sqs

	- g_scream.sqs
		- "Grenade!" screams script

	- incom_grp_set.sqs
		- DSAI "Incoming!" scream monitor
		- Adds and removes group names of current screamers to (ECP_internal select 126)

	- incom_scream.sqs
		- "Incoming!" screams script

	- p_o_c.sqs 
		- DSAI proof of combat monitor
		- Adds and removes group names of groups that have fired to (ECP_internal select 101)

	- RUS_song_remote.sqs
		- Russian song script for remote clients in MP

	- US_song_remote.sqs
		- US song script for remote clients in MP

* EH_fired_subs (NEW)
	- These are sub functions that are called from the main eh_handler_fired function
	- This was done because the fired function has now grown too big in size, it needed breaking up.
	- Much of the old code has been enhanced and added to.

		- eh_handler_air_fired.sqf (ECP_resources select 62)
		- initiated FX include
			- AIR Vehicle AT backblast/trail.
			- Bullet cartridges.

		- eh_handler_armour_fired.sqf (ECP_resources select 61)
		- initiated FX include
			- Tank Bullet/Shell whiz.
			- Tank shock dust.
			- Bullet smoke.
			- Bullet cartridges.
			- Vehicle AT backblast.
		
		- eh_handler_man_fired.sqf (ECP_resources select 60)
		- initiated FX include
			- Man Bullet whiz.
			- bullet smoke.
			- AI suppressing fire on player.
			- grenadelauncher/mortar tracking for impact shock & DSAI
* explosim
	- Removed

* explosions
	- Note all scripts no longer camcreate then destroy effect objects, such as
		shrapnel, 
		stones, 
		logics, 
		and emptydetectors.
	- Instead, we store these objects in banks (arrays made at start of mission)
	- We then borrow from those banks when required. 
	- When they are no longer needed we put them back into the banks to be used again. 
	- This gives a great performance boost.

	- init.sqs
		- burning men global vars now only declared in MP
	
	- crew_burn.sqs
		- global vars now only declared in MP
		- tweaked code

	- debriflamelets.sqs
		- Now uses small config flame objects rather than dropped fire.
		- Updated dropped smoke density to better suit the new flames.

	- expfire_generic_land.sqs
		- initial blast flash
		- Now throws up soil spray at explosion
		- medium expanding dust cloud
		- Reintroduced the chance of a secondary very large explosion 
			- based on ECP_large_exp_chance (ECP_local select 86)
			includes:
			- Spark spray at explosion
			- Expanding large dust wave
			- Shock wave
			- munitions trail
			- dirt trail
			- large rising smoke plume
			- large rising fire ball
			- extra sharpnel (non burning) varys from small to large
		- Updated code for performance

	- expfire_ship.sqs
		- Removed setfuel code
		- Removed removeallweapons code -- (all above messed with vehicle repair/retrieval for some RTS/CTI maps.)
		- initial blast flash
		- Now throws up water spray at explosion that falls back down
		- outer perimeter static water blast wave
		- Reintroduced the chance of a secondary very large explosion 
			- based on ECP_large_exp_chance (ECP_local select 86)
			includes:
			- Expanding water blast wave
			- Spark spray at explosion
			- Shock wave
			- munitions trail
			- large rising smoke plume
			- large rising fire ball
			- extra sharpnel (non burning) varys from small to large
		- Updated code for performance

	- smoke_second.sqs (NEW)
		- small smoke plumes for ongoing small explosions during vehicle fires (ammo cooking off)

	- spark_spray.sqf (ECP_resources select 87) (NEW)
		- Large spray of sparks. Called by various scripts.

	- large_fireball.sqs (NEW)
		- large rising fireball with initial flash and smoke plume used with secondary explosions

	- track_grenlr.sqs (NEW)
		-Tracks grenades launched by grenade launchers. Used to exec grn_lr_imp_shk.sqs & incom_scream.sqs

	- track_mortar.sqs (NEW)
		- Tracks mortar rounds. Used to exec impact_shock.sqs & incom_scream.sqs

	- impact_shock.sqs (NEW)
		- Parent script of many effects seen/heard when munitions impact.
			- LAW
			- AT
			- Shell
			- TOW
			- Zuni... etc
		- Drop effects included in the parent script are:
			- Flash
			- Outer perimeter dust shock wave
		- Remaining effects are executed individually. These include:
			- Thrown up glowing embers and spark sprays
			- Thrown up soil spray
			- Thrown up rocks and dirt chunks
			- Smoke plume -- emerges from the current existing config fireball.
			- Dustwave -- emerges from the falling soil
			- Suppression on player if he/she is close
			- water splashes and sprays
		- NOTE. Requirements due to projectile tracking:
			- Shells require ECP_tank_whiz_enable (ECP_local select 70) = true
			- AT/LAW/RPG/AA/TOW/ZUNI require ECP_bbda_trail_enable (ECP_local select 55) = true

	- grn_lr_imp_shk.sqs (NEW)
		- Effects are executed individually. These include:
			- Thrown up glowing embers
			- Thrown up soil spray
			- Thrown up rocks and dirt chunks
			- Dustwave--emerges from the falling soil
			- Water splash when in water
			- Suppression on player if he/she is close
		- NOTE. Requirements due to projectile tracking:
			- requires ECP_man_whiz_enable = true or ECP_weapon_smokeFX_enable = true

	- gren_lr_sup.sqs (NEW)
		- Suppression on player if he/she is close.A sub-script of grn_lr_imp_shk.sqs
		- Effects include:
			- Screen white out
			- Ear ringing

	- water_large.sqf (ECP_resources select 85) (NEW)
		- Larger amount of water that rises then falls back to sea.

	- water_blast_wave.sqf (ECP_resources select 84) (NEW)
		- Consists of three elements:
		a) A visual initial shockwave
		b) A large expanding water wave/spray that emanates from the falling water from water_large.sqf
		c) Small to very large vehicle shrapnel fragments from the large explosion.

	- water_spray.sqf (ECP_resources select 90) (NEW)
		- sprayed water droplets from ordinance impact on water. Called from impact_shock.sqs

	- med_splash.sqf (ECP_resources select 83) (NEW)
		- water that rises and falls back down and water trails from ordinance impacts

	- small_splash.sqf (ECP_resources select 86) (NEW)
		- water that rises and falls back down and water trails from grenade impacts

	- hotground.sqs (NEW)
		- Executed from impact_shock.sqs and expfire_generic_land.sqs
		- Smouldering ground.

	- crater_debris.sqf (ECP_resources select 88) (NEW)
		- Executed from impact_shock.sqs and expfire_generic_land.sqs
		- Thrown up rocks that sit on the ground after impact.

	- stone_smoke.sqs (NEW)
		- Executed from crater_debris.sqf
		- Smoke that comes from rocks that sit on the ground after impact.

	- glow_chunks.sqf (ECP_resources select 71) (NEW)
		- Thrown up glowing embers.

	- impact_shock_check.sqf (ECP_resources select 69) (NEW)
		- Array handler for impact_shock.sqs. 
		- Used to remove "logics" from the ECP_impactshock_obj_arr( ECP_internal select 71).
		- If not appropriate it declares a local boolean and impact_shock is terminated.
		- Includes LOD check.

	- shell_suppression.sqs (NEW)
		- Dynamic suppression on player if he/she is too close to exploding munitions
		- Effects include:
			- Screen white out
			- Ear ringing

	- munitions_smoke_plume.sqs (NEW)
		- Smoke plume -- emerges from the current existing config fireball from munition explosions.

	- dust_check.sqf (ECP_resources select 59) (NEW)
		- Array handler for dust scripts. 
		- Used to remove "logics" from the ECP_dust_obj_arr( ECP_internal select 66).
		- Used in dust scripts when appropriate. 
		- If not appropriate it declares a local boolean and dust script is terminated.

	- dustwave.sqs
		- Updated code. Added pause in drop effect loop
		- Fixed an unseen error -->?(_snumber == 1): _redisty = ... was meaningless
		- Now recognises global island dust colour -- user settable.
		- Now always occurs on the ground and not in the air (as it sometimes did)
		- Updated code for performance

	- munitions_dustwave.sqs (NEW)
		- Identical to dustwave.sqs without 0.45 second pause at start.
		- (May adjust its visuals later on)
		- Used for SHELll/LAW/RPG/TOW/ZUNI/AT/ explosions

	- e_satchel.sqs
		- Updated code -- less cpu hit with no change to effects

	- satchel.sqf (ECP_resources select 58) (NEW)
		- A sub function to the e_satchel.sqs.

	- expfire_scud.sqs
		- Removed setfuel code
		- Removed removeallweapons code -- (all above messed with vehicle repair/retrieval for some RTS/CTI maps.)
		- added large rising smoke plume
		- Updated code for performance
	
	- shrap.sqs
		- Updated to shrap.sqf (ECP_resources select 56)
		- Now uses four different types of shrap objects
		- Shrap is no longer camcreated during explosion (causing lag) 
		- now it's made at start of mission then used repeatedly.

	- bodyfire.sqs
		- While unit is alive:
		a) Replaced fire drop code for a config made fire object
		b) Added extra smoke with a config made smoke object
		c) MP compatability--replaced command speed with ECP_vmag function.
		d) Replaced smoke drop code for a config made smoke object
		e) units scream while on fire. =)
		f) fixed a bug whereby if player respawned via group respawn during MP 
		the burning man target became the players old body.
		- Few code enhancments

	- handle.sqs
		- Updated to serve new explosion script configuration
		- tweaked code

	- water_explo.sqs
		- Removed. A simple test script not required.

	- explo_check.sqf (ECP_resources select 52) (NEW)
		- Array handler for explosion scripts. 
		- Used to remove "logics" from the ECP_explo_obj_arr( ECP_internal select 64).
		- Used in explosion scripts when appropriate. 
		- If not appropriate it declares a local boolean and explosion is terminated.

	- blast_wave.sqf (ECP_resources select 55) (NEW)
		- Consists of three elements:
		a) A visual initial shockwave
		b) A large expanding dustcloud that emanates from the falling dirt from dirt_large.sqf
		c) Small to very large vehicle shrapnel fragments from the large explosion.

	- gren_impact_shock.sqs (NEW)
		- Effects are executed individually. These include:
			- Thrown up glowing embers
			- Thrown up soil spray
			- Thrown up rocks and dirt chunks
			- Dustwave -- emerges from the falling soil
			- Water splash when in water

	- small_dirt.sqf (ECP_resources select 80) (NEW)
		- Small amount of dirt that rises then falls back to earth.

	- small_dirt_trail.sqs (NEW)
		- A sub-script of small_dirt.sqf --small flying dirt that leaves a dynamic trail.

	- small_dirt_chunks.sqf (ECP_resources select 81) (NEW)
		- small amount of rocks and dirt chunks thrown up that dissappear at ground contact

	- small_glow_chunks.sqf (ECP_resources select 82) (NEW)
		- small amount of thrown up glowing embers.

	- small_dustwave.sqs (NEW)
		- small dust wave that emerges from the falling soil

	- munitions_trail.sqf (ECP_resources select 57) (NEW)
		- Misc shrapel and cooked ammo that shoots off and leaves a dynamic trail.

	- mt1.sqs (NEW)
		- A sub-script of munitions_trail.sqf.

	- mt2.sqs (NEW)
		- A sub-script of munitions_trail.sqf.

	- med_water_trail.sqs (NEW)
		- A sub-script of med_splash.sqf.

	- small_water_trail.sqs (NEW)
		- A sub-script of small_splash.sqf.

	- dirt.sqf (ECP_resources select 53) (NEW)
		- Medium amount of dirt that rises then falls back to earth.

	- dustwave.sqs (NEW)
		- medium dust wave that emerges from the falling soil

	- dirt_chunks.sqf (ECP_resources select 70) (NEW)
		- medium amount of rocks and dirt chunks thrown up that dissappear at ground contact

	- dirt_trail.sqs (NEW)
		- A sub-script of dirt.sqf
		- medium flying dirt that leaves a dynamic trail.

	- dirt_large.sqf (ECP_resources select 54) (NEW)
		- Larger amount of dirt that rises then falls back to earth.

	- large_dirt_trail.sqs (NEW)
		- A sub-script of dirt_large.sqf--large flying dirt that leaves a dynamic trail.

	- medium_smoke_plume.sqs (NEW)
		- Enhances medium to large fire balls that already exist.

	- munitions_smoke_plume.sqs (NEW)
		- Enhances small to medium fire balls that already exist.

	- expfire_generic_air.sqs
		- Removed setfuel code
		- Removed removeallweapons code (all above messed with vehicle repair/retrieval for some RTS/CTI maps.)
		- Explosion will now occur even when aircraft die out of LOD range but crash within LOD range.
		- fixed shrapnel height error
		- added large rising smoke plume
		- enhanced code


	- watersplash.sqs
		- Removed deletevehicle code
		- Removed setdammage code
		- Removed setfuel code (all above messed with vehicle repair/retrieval for some RTS/CTI maps.)
		- Splash will now occur even when aircraft die out of LOD range but crash within LOD range.

* fence (NEW)
	- set_fence.sqs
		- executed via init eventhandler in MAIN config
		- Affects "Fence" and "FenceWood" (sandbags)
		- The above mentioned sandbags have been altered in the MAIN config and are now indestructable
		- They will not deform and cannot be destroyed in game.
		- Purpose of this script is to make it so AI can fire over the top of sandbags. (An old OFP bug)
		- In order for this to happen sand bags need to be setdammaged to 1.
		- For NON ECP MP clients as a precautionary measure we setpos the sandbags miles in the air 
		- before they are destroyed
		- This removes the destruction sound that would be heard on NON ECP clients during MP

* fire
	- init.sqs
		- removed
	- fire.sqs
		- Houses now burn -- varies according to type of house and number of positions within house.
		- Will now exit if vehicle is in water
		- If the map uses vehicle respawn or vehicle repair/retrieval 
		(as some RTS CTI maps do) then script will exit.
		- Added extra grey smoke (smoke looks much more real)
		- Fixed so random explosions may occur on burning vehicles (completely local)
		- sparks are now spaceobjects not billboard (spaceobjects can be seen at greater distance)
		- sparks now fly in same direction as smoke (wind factor)
		- code tweaks

	- fire_pause.sqs
		- Will now exit if vehicle is in water

	- fire_damage_player.sqs
		- Fixed zero divisor error when player in vehicle
		- Will now exit if vehicle is in water
		- If player is in aircraft or armour next to the fire they will no longer be burned.
		- If the map uses vehicle respawn or vehicle repair/retrieval 
		(as some RTS CTI maps do) then script will exit.

* flies
	- flies_pause.sqs and flies.sqs
		- Updated code -- will exit if unit is deleted or revived
		- Flies and flies_pause now correctly work after a saved game
		- sound file adjustments
			- increased number of fly sounds, many have random pitch
			- decreased fly sound durations
			- decreased default maximum number of concurrent fly scripts to 3
			- decreased fly sound volumes

* fountain (NEW)
	- fountains have water drop FX, lights at night and sound FX (done in MAIN config)
	- uses LOD (level of detail)
	- start.sqs
		- island recognition and fountain object IDs collated from ECP_island_settings.sqs to exec ext_fount.sqs
	- ext_fount.sqs
		- fountain FX script
	- ext_fount_init.sqs
		- fountain FX script for fountains made using createvehicle command in game
	- drops.sqf (ECP_resources select 92)
		- sub function to ext_fount.sqs and ext_fount_init.sqs
	- drops2.sqf (ECP_resources select 94)
		- sub function to ext_fount.sqs and ext_fount_init.sqs
	- bubble.sqs
		- sub script to drops.sqf and drops2.sqf

* grenadeHandlers
	- stopRolling.sqs
		- grenades no longer roll for miles at high speed down a hill
		- grenades roll a more realstic distance after landing
		- hit dirt and hit water sound and code added
		- Now MP compliant.
		- Safety counter measures in place if model decides to dissappear under the ground.
		- Smoke grenades now float but handgrenades sink in water.

	- HGinit.sqs
		- fire blast at ground impact now correct size (the actual grenade config blast)
		- MP compliant for NON ECP clients 
		- removed created object "crater" as was far too much smoke for a grenade
		- adjusted code to accommodate tgren_suppression.sqs (suppression on player)
		- grenades now bounce off objects
		- pin sound now heard on all clients in MP
		- adjusted code to accommodate DSAI g_scream.sqs (grenade scream)
		- adjusted code to accommodate gren_impact_shock.sqs (extra visuals)
		- enhanced code

	- tgren_suppression.sqs (NEW)
		-Dynamic suppression on player from grenade explosion.
			-White out
			-Ear ringing

	- pin_array_set.sqs (NEW)
		-required for pin sound. 
		(The current configuration does not allow for us to have the grenade itself say the sound.
		Attempts to have the player say the sound failed due to radio (voice) commands delaying the pin sound.)

	- SGinit.sqs
		- Now MP compliant including sound and visuals
		- Optimised for dedicated servers, drop effects bypassed.
		- setBlocker.sqf now only called once per second not every 0.05 seconds
		- drop effect dynamic to players distance, lessons lag as player approaches smoke.
		- Added new smoke sound object
		- this gives a nice clean looped sound and not a scripted sound loop that can vary in quality.
	
	- fastext_SGinit.sqs and fastext_SGinit_remote.sqs (NEW)
		-An adaptation of SGinit.sqs for helicopter extractions MP compliant

* halo
	- altimeter.sqs (NEW)
		- reports players height on the screen during descent 

	- real_halo.sqs
		- no longer runs on every unit
		- updated so that it is executed from getout eventhandler only when required then exits
		- redundant code removed

* helo commands (NEW)
	- Based on BAS scripts -- updated for ECP with enhancements
	- all commands may be issued remotely or while in helo
	- command AI helos for simultaneous fast insertions (as many as you like)
	- have multiple AI helos standing by waiting for your "GO!" (via action menu) prior to insertion 
	- select individual units or insert the entire group
	- helo gunner goes into combat mode so his guns are "Hot" during insertion.
	- cancel insertion available
	- on screen reminders report to you of helos that are currently on standby
	- on screen reports of successful and failed insertions
	- automatic abortion and landing executed if "GO" command not issued within certain time frame
	- call for extraction (day time pop smoke, night time use strobe)
	- order AI to fly low and skim the tree tops or go high for a HALO drop
	- order emergency landings

	- fastext.sqs
		- used for Day time extractions.
		- player will pop the new ECP smoke grenades (see grenadeHandlers)
		- includes throw animation

	- fastins.sqs
		- first part of helo insertion using onmapsingleclick

	- fastins1.sqs
		- second part of helo insertion

	- fastnightext.sqs
		- used for night time extractions.
		- player will set off a strobe light

	- Helo_coms.sqs
		- The core of helo coms.
		- adds and removes actions appropriately for the player
			- Bring up helo commands menu
				- Helo_com_set.sqs
			- select next helo to command
				- select_helo.sqs
			- land helo
				- Helo_land.sqs
			- helo fly low
				- Helo_low_alt.sqs
			- helo fly high
				- Helo_high_alt.sqs
			- helo resume nominal altitude
				- Helo_nominal_alt.sqs
			- helo extraction
				- fastext.sqs (day time) or fastnightext.sqs (night time)
			- helo fast insertion
				- fastins.sqs
	- Helo_coms_pause.sqs
		- monitors whether or not helo coms should be available to player

	- Helo_insert_check.sqs
		- reports to player while AI helo on standby waiting for go command for insertion
		- monitors for helo insertion time out

	- Helo_insert_go.sqs
		- helo insert "go" script, sets bool

* island detection
	- get_matrix.sqs
		- fixed a typo bug that stopped new islands from being added correctly.

* jamming
	- ir_jamming.sqs
		- added a duration safety check in the @ loops to make certain scripts will always exit.

* lighthouse
	- lighthouse.sqs
		- Now works with lighthouses from Nogova
		- Fog horns now work
		- slightly decreased the maximum and minimum angles the spot light turns to and from.
		- Light house doors are now lamp lit at night.
		- Light house horn interval now correct in randomness with minimum 60 secs between blasts.
		- four new light house horns from real lighthouses

* lod
	- Bug Fix.
		- certain effects will now be seen by player if he/she is in the vehicle that has the effects.
		- Code altered from this
		- if (speed (vehicle _obj) < 50) then
		- to this
		- if (speed (vehicle _obj) < 50 || (vehicle _obj) == (vehicle player)) then

* models
		-binarized all models for performance
		-converted .jpg textures to .paa using latest texture converter. See below.

************************************************************************
Converts TGA textures to Operation Flashpoint PAA format.

Usage: ..\release\png2pac -type source destination

  -type Destination file type, must be one of following:
        dxt1    DXT1 compression
        dxt1a   DXT1 compression with 1-bit alpha channel
        4444    RGBA 4:4:4:4
        1555    RGBA 5:5:5:1
        ia88    IA88, black&white texture with alpha channel
  source        Specifies 32-bit TGA image file to be converted
  destination   Specifies OFP texture file to be written

Example: ..\release\png2pac -5551 texture.tga texture.pac

If executed with only one parameter, TGA file specified by parameter is
converted with destination type autodetection.

png2pac (C) 2004 feersum.endjinn@luukku.com

Contains portions of NVIDIA DXT library, (C) 2003 NVIDIA Corporation

This software is provided "as is", no warranty is given. 
Feel free to use provided source code as you want.
************************************************************************

* plane smoke
	- plane_smoke.sqs
		- Adjusted drop effects so that smoke doesnt appear in front of aircraft at slower speeds

	- monitor_damage.sqs
		- Got rid of @ loop replaced with ~1 pause loop

* radio_chatter (NEW)
	- switched off by default
	- covers US and Russian languages
	- radio_chatter.sqs
		- monitors if player is in aircraft/armoured vehicle
		- plays atmospheric radio chatter if player is in aircraft/armoured vehicle
		- (currently no Russian aircraft audio files are available)

* rotorwash
	- rotorwash.sqs
		-Now uses permanent height sensor -- not camcreated and destroyed all the time
			- <<_sensor = (ECP_internal select 87) select 0>>
		-Now uses internal ECP_overwater function
			- <<_current_height = abs([_chopper,_sensor] call (ECP_resources select 77))>>
		-Code updated all round for performance


	- heli_dust.sqs
		-Now uses permanent height sensor -- not camcreated and destroyed all the time
			- <<_sensor = (ECP_internal select 87) select 0>>
		-Now uses internal ECP_overwater function
			- <<_current_height = abs([_chopper,_sensor] call (ECP_resources select 77))>>
		-Fixed bug where sometimes water colour dropFX were seen after going from water to land
		-Code updated all round for performance

* server

	- get_server.sqs
		- Added code <<ECP_internal set [63, true ]>> during MP. 
			- The current detection method used for detecting intros/outros sometimes disables LOD 
			culling during MP. I dont know why it does but it does, hence very heavy lag occurs.
			- This is a safety measure to ensure LOD culling is enabled during MP.
		- Added code to check for dedicated server earlier than before
			- This is very important.
			- Find out if there is a dedicated server as soon as possible.
			- Previous ECP versions sometimes failed in doing this.
			- By checking earlier helps slower dedicated servers declare themselves in time.
		- ECP_player_arr is now always obtained during MP as DSAI uses it extensively
			- get_server.sqs now doesnt exit in MP
			- get_server.sqs monitors the ECP_player_arr constantly for updates due to respawn.
		- Added more local effects settings set to false for a dedicated server. 
			- This returns resources to server.
		- fixed a code error
			<<? isNull player || local ECP_server : ECP_internal set [31, true ]; ECP_server_id = -1; publicvariable "ECP_server_id"; goto "initnow">>
			- can not be checked using <<||>> as ECP_server may not exist, there fore neither can be checked.

* snow
	- snow.sqs
		- removed @ loop for a dymanic loop (fast and slow) at #re_loop to save resources.
		- converted snow creation loop to a <<while{} do{}>> loop for performance

	- snow_random.sqs
		- converted snow creation loop to a <<while{} do{}>> loop for performance
* tail rotor
	- tailrotor.sqs and tailrotor_client.sqs
		- New DROP FX
			- Added spark spray and smoke plume at start of tail rotor failure.

* weap smoke (NEW)
	- smoke from the barrel of small arms and vehicle Mguns
	- bullet_smoke.sqf (ECP_resources select 63)

* weather
	- randweather.sqs
		- now exits if island is unknown
		- Added random heavy rain chance, ECP_public select 55.
			- If ECP_Cast > 0.7 and ECP_public select 55 <= 0.5 
			- and heavy rain enabled in ECP_Island_Settings.sqs for that particular island	
			- then constant heavy rain occurs.
		- Fog now occurs correctly
			- Previous ECP versions failed to have Fog because:
				- SetOvercast and setfog were both called at the same time
				- This doesnt work
				- SetOvercast must be completed first followed by setfog afterwards

* ECP_init.sqs
	- now pauses until island detection is complete
	- Added INTERNAL OBJECT ARRAYS section
		- These arrays contain logics and objects that are constantly being re-used by scripts.
		- This removes the need to constantly create and destroy all objects/logics/emptydetectors used by ECP
		- By re-using the same objects we achieve an amazing gain in performance.

	- many changes made to accommodate the new architecture 
		- Important -- please assume all code has been updated
		- please see comments within ECP_init.sqs for more details


* eh_handler_fired.sqf (ECP_resources select 41)
	- This function has been culled in size
	- This was done because the fired function has now grown too big in size, it needed breaking up.
	- Now also calls upon EH_fired_subs
	- New fired detection system where ammo name or weapon name not required to determine FX
		- This means we no longer need to keep updating arrays with new addon weapon/ammo names
		- example whereby (ECP_resources select 66) == "NOID shell": 
			- _bang = nearestobject [_this select 0, _this select 4]; 
			- _type = format["%1",_bang];
			- if (_type == (ECP_resources select 66)) then .....
			- therefore we may determine that a tank has fired a shell and not a bullet or rocket.
			- hence no gun type or ammo name required =)
				
	- Much of the old code has been enhanced and added to.
	- Important -- please assume all code has been updated
	- initiated FX include
		- Proof of combat (used in DSAI)
		- Satchel explosions
		- eh_handler_man_fired.sqf (ECP_resources select 60) (see EH fired subs)
		- eh_handler_armour_fired.sqf (ECP_resources select 61) (see EH fired subs)
		- eh_handler_air_fired.sqf (ECP_resources select 62) (see EH fired subs)
		- AT backblast. (man)
		- Timed smoke grenades.
		- Timed grenades.

* eh_handler_getout.sqf (ECP_resources select 75) (NEW)
	- initiated FX include
		- halo

* eh_handler_killed.sqf (ECP_resources select 42)
	- Much of the old code has been enhanced and added to.
	- Important -- please assume all code has been updated
	- initiated FX include
		- fire
			- houses now burn
		- explosions
			- code altered so the AIRCRAFT LOD is checked within the actual explosion scripts
				- this enables aircraft to be killed outside of LOD range
				- but still have visual FX if they crash within LOD range	
		- Flies around body
		- MP ECP_player_arr reset
			- for updating ECP_player_arr with player respawn in MP

* init.sqs
	- Updated to serve the new architecture
	- Important -- please assume all code has been updated

* init_monitor.sqs
	- created commented dev version for easy reference

* mp_handler_sound.sqs
	- enhanced code
	- updated for all new sounds

* ECP_settings.sqs
	- updated heavily

* ECP_Island_Settings.sqs
	- updated
		- _island_largechurches (array) object IDs
		- _island_fountains (array) object IDs
		- _island_heavy_rain (bool) true or false
		- NOTE: some of the default islands require _island_largechurches & _island_fountains to be completed

* ECP_Blood_Settings.sqs
	- updated for new blood version (1.48)
		- Will be updated again later on by Komuna
* resource.cpp
	- Updated class ButtonPREV / ButtonNEXT action path code to ECP_path
	- Now in two versions -- one commented and one condensed

* ECP_blood
	- All scripts and functions truncated to one character variables
	- Binarized the config.cpp to config.bin
		- This is to maximize performance

	- Bug fix
		- AI would not fire directly over blood objects right in front of them
	- Fixed by:
		- making the blood objects indestructable
		- and then setdammage to 1 in game.
		- this was identical to the OFP bug of AI not firing directly over sandbags unless destoyed.

	- increased default chance of injured yell
		- this change is actually made in (ECP_public select 43) and not in the ECP_blood folder
		- Ofcourse end user may still alter this in ECP_blood_Settings.sqs

	- BloodDatabase.ldf.sqf
		- Decreased the default maximum number of units that may spurt blood at any one instant
		- Ofcourse end user may still alter this in ECP_blood_Settings.sqs

	- blood_spawn_particles.sqs (removed)
		- replaced with blood_spawn_particles.sqf
		- changed drop "billboard" to "Spaceobject" -- the latter can be seen farther away.
		- merged blood_spawn_particles.sqf into BloodDatabase.ldf.sqf
		- It is now called by (ECP_BloodInternal select 57)

	- Updated "Blood.init.sqs","blood_squirt_pause.sqs","blood_squirt.sqs" to accommodate the above conversion

	- bsp_wait.sqs (NEW)
		- executed from "blood_spawn_particles.sqf"/(ECP_BloodInternal select 57)
		- this completes the conversion of "blood_spawn_particles.sqs"

	- blood_unit_damage.sqs 
		- replaced one of the @ loops with a ~0.01 loop. Less cpu strain.
		- Globals now only declared if in MP

	- blood_init.sqs 
		- now exits if in SP mode, this stops a needless @ loop and globals from being declared.

	- blood_squirt.sqs. 
		- Globals now only declared if in MP

	- ECP_blood_settings.sqs 
		- Added boolean declaration to (ECP_BloodInternal select 56)
			- This will = true when ECP_blood_settings.sqs has been initialised.
			- This halts blood_init.sqs until all elements of ECP_BloodInternal array 
			- have been rechecked by ECP_blood_settings.sqs due to manipulation of elements 
			- to ECP_BloodInternal array via blood_init.sqs

bin_normal.zip and bin_dr.zip:

	- each now has a commented config.cpp, condensed config.cpp, 
	- and a config.bin (made from the condensed cpp)
	- new eventhandlers added
	- code merged with ECP_Effects config
	- many updates to both
	- please see top of commented config.cpp for details

dta.zip:

* updated onPlayerRespawnAsSeagull.sqs & onPlayerKilled.sqs to use ECP_path to exec spectating scripts.
* ECP_intro2.Intro
	- Camera peds up upon at1 being fired
	- Slightly wider shot at start of zoom when vehicles explode after at1 is fired

* ECP_intro.Abel
	- truck drives out better
	- fixed bug where sometimes screen wouldnt fade back after fading to white
	- The two russian soldiers now always shoot US soldier at correct time

effects_sounds.zip

* added many new sounds (see commented MAIN config.cpp for list)


=================================================
==== 1.074b Detailed Update Description ends ====
=================================================
		

1.073a - 1/05/04 (MorMel/Komuna)  

effects_addons.zip: 
 
* Made conversion of ECP global variables into values within ECP-specific arrays: 	
	- ECP_resources     --> Functions 	
	- ECP_internal      --> Specific definitions 	
	- ECP_public        --> MP shared settings (still required for SP mode) 	
	- ECP_local         --> Local computer settings 	
	- ECP_BloodInternal --> Blood simulation settings and specific definitions   
In consequence, every script has been subdued to modifications and improvements.
CTD's caused by abusive resort to global variables have been avoided.
(Thanks to Igor Drukov for his hints on the 'set' command and moral support ;))  

* Implementation of new grenade features: 	
	- Added new "live" grenade models. 	
	- Grenade handling scripts improved. 	
	- Added a new simulation: AI perception obstructive smoke.  

* Added new scripts and functions for internal usage: 	
	- (*)"variable-variator" script that allows resource animation ;) 	
	- variable creation and destruction functions 	
	- relative/global positions convertion functions 	
	- altitude detector function (similar to ECP_getASLHgt) that doesn't require heavy calculations 
	(thanks to CoC-Spinor for his hint ;)) 	
	- relative position transition script  

* Lighthouse handling: 	
	- Increased lighthouse's spot light brightness and range and added a new model 	
	- Enabled lighhouse horn and improved scripting: limitated angle of rotation with (de)acceleration on the edges  

* Prevented lagging issues caused by AI info share 	
	- Enhanced scripting 	
	- Removal of global side-specific unit arrays in order to spare resources  

* "Zero Divisor" error corrected at "fire_damage_player.sqs"  

* Reorganized config.cpp (specific class configurations are included from the 'bin' directory) 	
	- Added miscellaneous resources for future implementation  effects_sounds.zip  

* Added new sounds 
(made with mouth, crockery trumpet (from 'Barcelos' - Portugal), a pair of scissors, bott-strap and a microphone ;) EhEhEh!) 	
	- lighthouse horn 	
	- grenade pin release 	
	- smoke release noise (spray)  

dta.zip:  

* startup.sqs: 	
	- implemented the ECP logo on OFP startup 	
	- added revolutionary features: resource "zoom in"(*) and conditioned startup for a faster OFP loading  

* Removed snYpir's input for LOD 'culling' disabling: 	
	- the database loader has a condition that detects cut-scenes and automatically disables it  

bin_normal.cpp:  

* config.cpp: 	
	- EventHandler "init" will declare the ECP_path and run ECPinit.sqs once 	
	- Added a new model for NVGoggles' screen layer 

* resource.cpp: 	
	- Added the ECP logotype 	
	- Started the ECP dynUI concept (still on "studying" phase)   

1.072 - 03/02/04 (General Barron)  

effects_addons.zip:  

* Added AI information sharing 	
	- Groups will now share positions of known enemies with each other, if close enough 

* init_once.sqs: 	
	- side-specific unit arrays added 	
	- new functions added: ECP_knownUnits, ECP_findUnits, ECP_findUnitsPos 

* AI join updated 	
	- renamed script folder 	
	- player cannot join units until after he has first commanded other units 	
	- only lower ranking units can be joined by player 	
	- if player began game with control over an equally-ranked unit, that unit can be joined back to squad if released 
	- if units are in another group, they can only be joined if the player outranks that group's leader 	
	- added ability to release units from squad  

dta.zip:  

* Fixed problems in ECPintro.intro and ECPintro2.intro caused by infoshare script  

1.071 - 27/01/04 (snYpir) - RELEASE VERSION  

effects_addons.zip:  

* Burning units updated 	
	- player no longer effected by bodyfire.sqs (fixes ejecting units bug) 	
	- burning units may eject from burning vehicle up to 15 seconds after it explodes 	
	- flies no longer causes publicvariable conflict in MP  (eh_handler_killed.sqf) 

* Flies settings updated 	
	- decreased the chance of flies being heard 	 

1.07 - 26/01/04 (snYpir) - RELEASE VERSION  

effects_addons.zip: 
 
* Version control updated 	
	- error message if using OFP version 1.91 or lower 	
	- error message if using different ECP version to server in MP * AI join updated 	
	- can now elect to join units in a group as well as isolated units 	
	- added ai\monitor.sqs, changed ai\join.sqs, removed all others 

* Altitude warning updated 	
	- fixed a bug in altitude warning that was preventing the sound from being played 	
	- sound now only played if chopper is moving at speed 	
	- sound only played once per altitude drop 

* Jamming updated 	
	- can define change of jamming being successful, number of flares and number of salvos 

* Added 10 new animations by Hunter  

dta.zip:  

* Replaced INTRO.NOE with ECP version  1.0695 - 25/01/04 (Red)  

* Added AI scripts, allows single units to join players group  

1.069 - 22/01/04 (snYpir)  effects_addons.zip:  

* Removed test for locality in eh_handler_killed.sqf 

* Made ECP_addUnits add units IN vehicles also 	
	- updated init.sqs 

* Damage to burning units is added on to existing damage 	
	- updated explosions\bodyfire.sqs 

* Moved a number of flies-related variables out of ECP_Settings.sqs 	
	- ECP_flies_running, ECP_flies_sounds, ECP_flies_sounds_times, ECP_Flies_time and ECP_flies_wait 

* Updated flies 	
	- ECP_EH_flies added to init_once.sqs 	
	- eh_handler_killed.sqf updated to use ECP_EH_flies 	
	- flies EH section in init.sqs updated to use class system 	
	- ECP_flies_classes and ECP_flies_classes_exempt added to database.sqs and ECP_Settings.sqs 	
	- flies is now MP compatible (killed EH is local, required a new eval in init_once.sqs) 	
	- updated tail_rotor\tailrotor.sqs publicvariable due to changes in init_once.sqs MP loop 

* Updated lod\get_lod.sqf so that LOD multipliers work correctly 

* Increased the time between weather changes for random weather  

1.068 - 20/01/04 (snYpir)  

effects_addons.zip:  

* "ParachuteBase" added to aircraft-related classes exempt in database.sqs 

* Hunter's static animations added 	
	- hunter_anim folder added 	
	- animations added to config.cpp 

* Added all 7 malden lighthouses to ECP_Island_Settings.sqs (thanks Plank) 

* Moved flies into 'effect settings' in ECP_Settings.sqs, and jamming into simulations 	
	- Made simulation settings server-set in database.sqs 

* Removed publicvariable from explosions\handle.sqs (was resetting all bodyfire vars instead of local only)  

1.067 - 18/01/04 (Red)   effects_addons.zip: 

* Added the sound of flies around dead bodies 	
	- Added entries for this in the database (new lod variable too) 	
	- Added line to killed EH 	
	- Updated Config to include new sounds 	
	- Updated mp_handler_sound to include new sounds 	
	- Updated init.sqs (killed section) 

* AI scripts added (Put in beta section for now though, bugged) 	
	- Updated database entry 	
	- Updated init.sqs  

effects_sounds.zip:  

* Added sounds - Flies01 - 04.ogg  1.066 - 17/01/04 (bn880)  

bin_dr.zip:  

* DR Sound change to enable better hearing while walking and running for all men 	
	-may need to be adjusted slightly back up in the future depending on feedback  

1.065 - 17/01/04 (snYpir)  effects_addons.zip:  

* Fixed bug (from 1.06) in init.sqs that prevented dedicated servers from initialising 

* Reduced ECP_expeff_smoking_debris_time to match length of fire (ECP_Settings.sqs, database.sqs) 

* Updated burning men  	
	- updated explosions\handle.sqs, explosions\crew_burn.sqs, explosions\bodyfire.sqs 	
	- now MP compatible 	
	- lowered fire on burning bodies 	
	- reduced the chance of burning men (bug introduced in 1.063) 	
	- modified eh_handler_killed.sqf (crew_burn.sqs is called seperately from handle.sqs) 	
	- slight changes to burning crew ejecting from aircraft 

* Tail rotor failure updated 	
	- effects now seen on clients 	
	- reduced number of global variables for the radio message system 

* Explosions updated 	
	- vehs of class 'air' now have all explosion effects 

* ALL FOLDERS UPDATED 
	- removed obsolete scripts 

* Bullet whiz updated 	
	- init.sqs,tankfired.sqs,manfired.sqs 
	- removed shuffle function, replaced by ECP_randomElement 

* Removed obsolete objects from object folder 

* Moved get_server.sqs into 'server' folder, as well as weather\sortbubble.sqf 	
	- init_once.sqs updated 

* LOD updated 	
	- ECP_lod_enable actually works now 	
	- Chopper dust added 	
	- Added function ECP_addLODTgt to init_once.sqs 

* Added incomingmissile EH to manual EH addition in init.sqs 

* Updated jamming code in database.sqs and init.sqs to use proper class structure  

dta.zip:  

* Added two new intro cutscenes by O'Neil  

bin_normal.zip/bin_dr.zip/bin_INQ.zip:  

* Updated classes Intro and Abel with ECP cutscenes (2 changes) 

* Removed obsolete commented code from class ThingEffect  

1.064 - 16/01/04 (MachoMan)  

effects_addons.zip:  

* Changed flare script to the cool BAS one. 	
	- All credits go to TJ  	
	- did some minor edits on it to make it compatible with my jamming sys.          

1.063 - 16/01/04 (snYpir)  

effects_addons.zip:  

* Fixed occasional exploding man bug 

* Updated explosion effects 	
	- all scripts updated 	
	- minor inconsistancies repaired 	
	- removed a number of unrequired condiditionals 	
	- split burning crew code into seperate script (crew_burn.sqs) 	
	- exploding ships no longer have burning shrapnel (burning shrap underwater looked stupid) 	
	- burning crew can no longer shoot 
	- burning crew are killable and start with damage 	
	- burning crew smoke for awhile after flame dies out 	
	- rate at which units die from burning tweaked 

* Updated fire 	
- init_once.sqs  		
	- function ECP_randomElement added 		
	- removed call to fire\init.sqs 	
- fire\fire.sqs, fire\init.sqs, fire\fire_damage_player.sqs: 		
	- Removed the shuffle function, replaced by ECP_randomElement 		
	- Implemented ECP_randomElement throughout 		
	- Changed code structure slightly (one less loop) 		
	- Misc minor changes to make things more efficent 		
	- Arrays now defined in fire.sqs itself (no requirement for fire\init.sqs) 		
	- Implemented a wait loop for fire in fire.sqs (dependant on fire enable and LOD) 		
	- Burning men bug fixed 	
- database.sqs - ECP_fire_explosive_chance is no longer an array 

* Updated LOD 	
	- init_once.sqs 		
		- added function ECP_getLOD 		
		- added function ECP_distance3DSqr 		
	- updated MP loop to use ECP_getLOD function 	
	- added lod folder and get_lod.sqf 	
	- eh_handler_fired.sqf \ eh_handler_killed.sqf - updated to use ECP_getLOD function 	
	- database.sqs  \ ECP_Settings.sqs 
	- added a heap of new LOD-related variables 

* Bleeding units can conduct first aid on themselves (via action menu) to halt bleeding 	
	- Added 'ECP_bld_bleed_firstaid_enable' variable to blood settings 

* Implemented ECP LOD algorithm via ECP_getLOD function (blood_squirt.sqs, blood_init.sqs) 

* Added blood_squirt_pause.sqs, which waits for appropriate LOD before making blood objects  

1.062 - 13/01/04 (MachoMan)  

effects_addons.zip:  

* Debugged ir_jamming system, Added Sound, should be bugfree now 	
	- Worked on init.sqs 	
	- Worked on ECP_EH_incomingmissile 

* Minor tweaks on altitude.sqs  

effects_sounds.zip:  

* Added Incoming.ogg  

1.061 - 12/01/04 (Bn880)  

effects_addons.zip:  

* Added specialized sathcel effects, work for PipeBomb and TimeBomb by default 	 
	Required lines added to eh_handler_fired.sqf 	 
	New internal settings in database.sqs 		
		- ECP_explosions_large (boolean) 		
		- ECP_ex_satch (array of strings)  

1.06 - 11/01/04 (snYpir)  

effects_addons.zip:  

* 'ECP_server' game logic unit or trigger support 	
	- A GL or trigger named 'ECP_server' will be used by the ECP to determine the correct server 	
	- This is so mission designers can allow the ECP to correctly identify the ECP server 

* Implemented ECP_override variable in ECP_Settings.sqs 	
	- Performs the same funciton as override settings on ECP settings dialog 

* Disabled all the ECP_ arrays in database.sqs 	
	- No requirement for them 

* Shortened a heap of global variable names 

* Added in level of detail for effects 	
	- Variables ECP_lod_dis and ECP_lod_enable 	
	- Added slider to ECP Settings Dialog for LOD distance 	
	- Big framerate fix :)  

bin_normal.zip/bin_dr.zip/bin_INQ.zip:  

* Implemented comments for 1.058 and 1.059 changes 

* Put incomingmissile EH in DR and INQ configs  

1.059 - 8/1/04 (MachoMan) - DEV VERSION  

effects_addons.zip:  

* Altitude warning altered          
	- Sound only played if player = pilot. 

* IR jamming added         
	- choppers now have a 25% chance of distracting IR missles, per flare fired. 

* "eh_handler_incomingmissile.sqf" added:         
	- New event handler for incoming missile.         
	- IR missile effect added. 

* IR ammo added to Database.sqs         
	- ECP_IR_ammo = ["AA", "9K32"] 

* Eventhandler reference added to init_once.sqs         
	- ECP_EH_handler_incomingmissile = loadfile format["%1eh_handler_incomingmissile.sqf",ECP_path]  

bin_normal.zip:  

* Added event: incomingmissile to "config.cpp"  

1.058 - 6/1/04 (MachoMan) - DEV VERSION  

effects_addons.zip: 

* Altitude warning script added         
	- Choppers and Planes now warn against flying too low.  

effects_sound 

* Added "Altitude.ogg"         
	- Basicly me saying "warning altitude" -> needs work.  

1.057 - 4/1/03 (snYpir) - RELEASE VERSION  

effects_addons.zip:  

* Debug spectator updated 	
	- Dead groups now handled properly 	
	- Spectator button in editor text changed to 'spectate' 	
	- Fixed bug whereby units with negative rating caused an error (side returns ENEMY in this case) 

* Explo sim updated 	
	- As above, units with negative rating caused an error. Fix applied to function ECP_x_side 

* Added function 'ECP_EH_handler_init' 

* Moved 'ECP_fire_classes_exempt' into ECP_Settings.sqs 	
	- Seperate 'ECP_fire_damage_classes' and 'ECP_fire_damage_classes_exempt' variables added 

* Moved 'ECP_explosion_exempt' into ECP_Settings.sqs 

* Updated eh_handler_killed.sqf to work with new fire classes and exempt arrays  

bin_normal.zip:  

* Size of spectator helpscreen tweaked so all text is visible in 1024x768 resolution 	 

1.056 - 31/12/03 (snYpir) - DEV VERSION  

effects_addons.zip:  

* Debug spectator/console updated and implemented 	
	- Allows freelook camera mode 	
	- Unit selection based on camera direction in freelook mode 	
	- Allows creation of hotspots (markers named hotspot# in the editor) 	
	- Updated interface 

* Added ECP_addUnits function 	
	- Designed for use in a trigger to add non-ECP compatible units to the ECP 

* Modified init.sqs and init_once.sqs to handle non-ECP compatible units 	
	- Via ECP_addUnits 	
	- Also provides new ECP_addUnitsArray variable which can be used in the init EH of non-ECP compatible units 

* Updated mission editor background images in \images 	
	- Added a number of images for editor enhancement 

* Updated fire_damage_player.sqs to avoid a divide by zero error (Red) 

* Men ejecting from exploding aircraft assigned a new anim whilst burning... all the way to the ground (Igor Drugov) 

* Objects moved into 'objects' folder. config.cpp and model textures paths updated appropriately. 

* Added ECP markers to cfgVehicles in config.cpp (ECP_BlueMarker through to ECP_YellowMarker)  

* Added 'ECP Editor Enhancement Settings' to ECP_Settings.sqs  

bin_normal.zip/bin_dr.zip/bin_INQ.zip:  

* Updated paths to point to new ECP objects folder 

* Removed ECP kickdust model, reimplemented original BIS version 

* Resource.cpp updated with ECP Editor Enhancement modifications  

1.055 - 20/12/03 (snYpir) - RELEASE VERSION  

effects_addons.zip:  

* Machine gun fire disable moved out of fire.sqs and into database.sqs (in the exempt array) 

* Machine guns added to explosion exempt array 

* Images for ECP Mission Editor added to images folder 

* Vektorboson's debug spectator added in folder 'debug' 	
	- line to initialise debug spectator added to init_once.sqs 

* Blood defaults reduced to 300 max objects and 30 particles 

* Chance of burning men from explosions reduced to 33%  

1.054 - 20/12/03 (Zayfod) - DEV VERSION  

effects_addons.zip:  

* Plane smoke updated 	
	- Rewrote plane smoke script so that it caters for cessnas and jets. 	
	- Added check to stop multiple scripts from being executed by same plane  	
	- Rewrote plane_smoke.sqs 	
	- Now plane smoke continues till it crashes even though the plane may be "dead" in the air. 	
	- Smoke varies according to type of aircraft. Type of aircraft discerned by its speed--IE cessna or A10 	
	- Speed Acquisition obtained by ECP function. This now makes it MP compliant (command "speed" is not MP compliant) 	- Completely reworked drop settings to accomodate speed and plane size. 	
	- Fixed an ECP 1.051 bug where same plane would exec a new smoke script every 5 seconds. 	
	- The script now requires less than half the cpu loops it previously had. 	
	- Smoke disperses if player attempts to land heavily damaged plane - saves framerate,stops possible freeze.
 	- Added init.sqs which defines ECP_temp_plane_smoke_array = [] to stop multiple scripts being run at same time for the same plane. 

* Fire updated 	
	- updated fire.sqs 	
	- Mgun posts dont burn now 	
	- Fire waits till moving craft have slowed right down 
	- stops meat ball effects 

* Explosions updated 	
	- New Handle.sqs 	
	- New expfire_generic_air.sqs 	
	- New expfire_scud.sqs 	
	- New expfire_ship.sqs 	
	- New init.sqs defines  		
		ECP_explo_sound_array 		
		ECP_explo_shuffle.sqs 		
		ECP_temp_watersplash_array 	
	- New shuffle.sqf 	
	- New expfire_generic_land.sqs 	
	- New watersplash.sqs 	
	- New shrap.sqs fixed it so shrap occurs at right height for planes and burning dudes dont jump out till close to ground. 	
	- Player can now set a variable so that large fireball will occur at desired randomness. Default randomness is set 0.5 	
	- ECP_large_exp_chance--this is a child variable of ECP_explosion_fireball 		
	- 0.5 chance means that there will be a 1/2 chance of large explosion,  		
	- 0 means there will never be a large explosion, 1 means there will always be a large explosion 	
	- Cars now dont give fireballs 	
	- Mgun posts now dont give fire balls 	
	- Fixed it so that SCUDS give fire balls 	
	- Player can now turn on off water splash (which Ive rewritten also) 		
	- ECP_water_splash_enable--this is a child boolean of ECP_explosion_enable 		
	- (true/false) default is true 	
	- Planes explode on impact if ECP_explosion_enable is true and ECP_water_splash_enable then all aircraft give a water splash.  		
	- As will all boats. 

* General updates: 	
	- updated database.sqs and with 1 new variable and 1 new boolean. 		
		- ECP_large_exp_chance 		
		- ECP_water_splash_enable 	
	- updated init_once.sqs 

* ECP_settings.sqs 	
	- updated ECP_settings.sqs and with 1 new variable and 1 new boolean. 		
		ECP_large_exp_chance 		
		ECP_water_splash_enable 

* ECP effects config.cpp 4 new sound entries 	
	- got rid of old GMR ogg sound files for large explosions and replaced with new wss files 		
		- Explosound1 		
		- Explosound2 		
		- Explosound3 		
		- Explosound4 

* ECP_Effects_Sounds.pbo 
	- added 4 NEW explosound wss files  

1.053 - 19/12/03 (snYpir) - RELEASE VERSION  

effects_addons.zip:  

* A wide range of settings are now server-set 	
	- ECP_public_variables array contains variables to be passed out to clients from server 	
	- array constructed in database.sqs 	
	- array sent in get_server.sqs once the server is chosen 

* ECP_Settings.sqs and ECP_Blood_Settings.sqs heavily updated to remove a number of less-used settings 	
	- prevents cheating by decreasing the damage done by grenades on a client, for example 

* ECP Settings dialog updated 	
	- split into two components: 'Effects' and 'Simulation'. Simulations are defined by the server and cannot be changed by clients in MP games 

* Snow and weather updated 	
	- both scripts now wait until island detection is completed before commencing 	
	- fixed bug which sometimes caused snow to not work 

* Explosion and Blood sliders implemented on Settings dialog 

* Explosion simulation updated 	
	- no memory-intensive scripts or functions will be loaded until ECP_explo_sim_enable equals true 	
	- bug fixed if game is started with ECP_explo_sim_enable equal to false 	
	- added a new setting, ECP_explo_sim_nearest_obj_fix, which fixes problems on slow computers 	
	- added ECP_explo_sim_hand_grenade_fuse and ECP_explo_sim_grenade_safety_delay settings (passed out by server in MP)	 	
	- explosion simulation now turned OFF by default (does not work on addon units with their own EHs) 

* Bug in explosion effects fixed 	
	- from 0.34 the publicvariables for explosion effects were sent even if units were not of the right type. this is now fixed. 

* Bug in killed EH function fixed 	
	- from 0.34, prevented both explosion and fire effects on remote computers (allowed one but not the other) 	
	- updated tail rotor failure, ECP_spawn_script now equals 4 	
	- updated init_once.sqs appropriately 

* Effects automatically turned off on dedicated servers (in get_server.sqs) 	
	- simulations not effected however 

* All blood variables are now fully contained in ECP_Blood_Settings.sqs 

* ECP_bld_classes added to ECP_Blood_Settings.sqs and blood_init.sqs 

* ECP_blood_reduction implemented 	
	- This reduces the amount of blood shown, 0.5 would show 50% of blood particles 	
	- By default this is 1 

* Damage from bleeding will now be registered (if turned on) even though bleeding is not enabled  

bin_normal.zip/bin_dr.zip/bin_INQ.zip:  

* resource.cpp updated (ECP settings dialog) 

* config.cpp files updated to remove modifications to class Throw 
	- this was causing CTDs when playing with ECP on non-ECP servers  

1.052 - 15/12/03 (snYpir)  

effects_addons.zip:  

* Explosion effects updated 	
	- Removed obsolete scripts for explosion effects 	
	- Made 'fireball' effect seperate from 'dust' 	
	- All explosions can sprout burning shrapnel 	
	- Burning shrapnel code modified (less processor intensive, smaller fires, chance of no fire just smoke) 

* Dialog now fully implemented 	
	- Updated most scripts so that their main 'enable' variable can be changed in real time 	
	- HALO needs to be removed from the dialog as it can not be changed in real time 

* Changes to MP procedures for explosions and fired 	
	- Fire damage script now seperate from fire effects 	
	- Publicvariables sent in EH function 

* AT backblast updated 	
	- Damage script seperate from effects (allows damage to remain even though the effect is turned off) 

* Removed large explosions entirely  

1.051 - 14/12/03 (snYpir) - RELEASE VERSION  

effects_addons.zip:  

* Fixed a bug in init.sqs that was preventing chopper smoke from working 

* Fixed bugs in eh_handler_fired.sqf that was causing the dummy grenades to not spawn and the heavy grenadier not to work 

* Dummy grenade launcher round that sits on the ground now makes no sound 

* Added ear ringing sounds to config.cpp 	
	- sounds placed in ECP_Effects_Sounds.pbo 

* Sounds for GMR exloding shell removed 

* Added ringing in the ears for grenade suppression 

* Moved ECP Settings Dialog scripts into ECP_Effects.pbo (folder settings_dialog) 

* Units in burning vehicles sometimes run aways before dying (Igor Drugov) 

* Burning shrapnel fixed (Igor Drugov)  

effects_sounds.zip:  

* Added 3 sounds for ringing in the ears  

1.05 - 13/12/03 (snYpir)  

effects_addons.zip:  

* Line of sight for explo sim rewritten 	
	- Now uses vectors instead of trig 
	- reduces lag and increases accuracy 	
	- Now works off initial target unit position 
	- the means that units cannot 'dodge' LOS 	
	- LOS bullets now have no flying sound 	
	- 'ECP_explo_max_LOS' added 
	- restricts the number of LOS checks done at once 

* Explo sim grenades will now explode at the correct height if thrown inside a building 

* 'ECP_titlersc_active' now equals true when an ECP TitleRsc is showing, otherwise it is false 

* Numerous vector-related functions added  

* Updated GMR explosion scripts (Red) 	
	- Burning debris (not working yet?) 	
	- Burning bodies 	
	- Large explosions for pipebombs 

* Updated lighthouse scripts (Red) 	
	- timing for lighthouses now works 	
	- missing lighthouse in Everon added to ECP_Island_Settings.sqs 

* Updated fire scripts (Red) 	
	- Fire made more visible on armoured vehicles 

* Demo ECP_Settings dialog added (Igor)  

bin_normal.zip/bin_dr.zip/bin_INQ.zip:  

* Zayfod toned down the number of debris created when vehicles explode 

* Updated Igor's ECP Settings Dialog so that it wasn't the default item selected on the pause screen  

1.049 - 08/12/03 (snYpir)  

effects_addons.zip:  

* ECP_Blood heavily updated in order to be less processor and memory intensive 	
	- Added TitleRsc and pain sounds when taking damage from bleeding 

* AT backblast damage rewritten 

* Settings updated 	
	- JAM launchers added to AT backblast 	
	- INQ grenades added to explosion sim 

* Added init_monitor.sqs (will make ECP_initialised = true when all ECP initialisation is complete) 

* Added mp_handler_sound.sqs 	
	- creates sound on remote computers ('say' is not a global command) 

* Realistic explosive ordinance updated 	
	- 3D line-of-sight now properly implemented (2 LOS checks per unit) 	
	- blood is now created when units are hit (ECP_Blood updated appropriately) 

* Added function ECP_echo 

* Igor's dialog scripts added  bin_normal.zip/bin_dr.zip/bin_INQ.zip:  

* Altered class Throw to enable handgrenades and smoke to be reloaded via space bar 	
	- as per changing weapon firing rates 

* Removed 'class ECP_bloodblob' 

* Added Igor's ECP Settings Dialog definition  

1.048 - 06/12/03 (TJ)  

effects_addons.zip:  

* Altered Debris effects, added new models, some debris lingers 

* Added lingering brass effects and model 

* Altered Explosion Effects to increase size slightly and alpha levels 

* Altered dust spots kicked up by bullets and new model and texture  

bin_normal.zip/bin_dr.zip/bin_INQ.zip:  

* Added to and altered cfg to allow for new models as above. 

* Added a test object for Snypir's blood "ECP_bloodblob", use with camcreate or createvehicle.  

1.047 - 1/12/03 (snYpir)  

effects_addons.zip:  

* Added realistic explosive ordinance simulation 

* Added explo_sim folder and images folder to ECP_Effects 

* Timed grenades turned off in ECP_Settings.sqs 

* Moved island detection into \ECP_Effects\island_detection\init.sqs 

* Fixed island matrix for Everon in ECP_Island_Settings.sqs 

* Added lighthouse and explosions fixes by Red 

* HALO fixed to work on a broader number of class types 

* Fixed init.sqs to correctly work on units in vehicles 

* Removed IGW addon as it is now incorporated in ECP_Effects config.cpp  

bin_normal.zip:  

* Modified resource.cpp slightly to work with new Get Island Matrix function  

1.046 - 25.11.03 (Zayfod)  

* Added new variable ECP_max_whiz_sounds--Default = 4 in ECP_setting.sqs 	
	-This now enables end user to stipulate the maximum number of bullet whiz sounds that will be heard at any one time. 	
	-This also reduces the number of times nearestobject is called and reduces lag in the large missions  

* Put back the one in five chance that there will be no fire when vehicle is detroyed is fire.sqs 

* Split ECP_bullet_whiz_enable into two seperate booleans in ECP_settings. One for men & one for tanks. 	
	-The new two are called: ECP_man_whiz_enable and ECP_tank_whiz_enable 

*Shifted (? format["%1",player] == "<NULL-object>") check from manfired.sqs to database.sqs 	
	-so this check is now done only the once and not everytime manfired.sqs is executed. 

*updated all other relative scripts accordingly. 	
	-init.sqs 	
	-init_once.sqs 	
	-database.sqs 	
	-ECP_settings.sqs 	
	-eh_handler_fired.sqf 	
	-manfired.sqs  

*New ECP_temp_bullet_whiz_array = [] defined in; 	
	-@ecp\Addons\ECP_Effects\bullet_whiz init.sqs  

1.045 - 23/11/03 (snYpir)  

effects_addons.zip:  

* Fixed MP bug for fires 

* Updated smoke trail script  

1.044 - 23/11/03 (snYpir)  

effects_addons.zip:  

* Added new island detection and settings system 

* Removed global_exempt in settings: EHs will override ECP EHs anyway 	
	- was causing a large amount of lag 

* Added new fire effects by TJ  

config_normal.zip:  

* Updated config.cpp with TJ's new exploision effects 

* Updated resource.cpp with a dialog definition for the Island Matrix Tool  

config_dr.zip:  

* Updated config.cpp with TJ's new exploision effects  

1.043 - 21/11/03 (snYpir) - RELEASE VERSION  

effects_addons.zip:  

* Fixed some typos in AT backblast with regards to settings 

* Fixed a nasty CTD that would happen on missions with a large number of units  

1.042 - 19/11/03 (snYpir)  

effects_addons.zip:  

* Tweaked sound volume in ECP_Effects 

* Updated Toadlife's HALO script 

* Added check for player existance in bullet whiz EHs  

1.041 - 19/11/03 (snYpir)  

* Disabled alpha scripts in ECP_Effects (effects_addons.zip)  

1.04 - 18/11/03 (snYpir)  

* Removed old DR from ECP mod 

* Removed all DR components from ECP mod (will be made available seperately) 

* Updated ECP_Effects 

* Moved config.cpp from ECP_Sounds to ECP_Effects 

* Renamed ECP_Sounds to ECP_Effects_Sounds 

* Implemented this master change log   