xeno1 10 Posted August 12, 2015 Do the weapons use Toadie2k's animations? Share this post Link to post Share on other sites
KeyCat 131 Posted August 12, 2015 Thanks for the latest relase and kudos to everyone involved in the CUP project - it's a must have! /KC Share this post Link to post Share on other sites
MrSanchez 243 Posted August 12, 2015 Do the weapons use Toadie2k's animations? Nice name. They do not afaik. A3 animations...Not finished yet though, the reload animations are very rough atm. Share this post Link to post Share on other sites
veloxz 15 Posted August 12, 2015 When i downloaded the packs yesterday i had an error when placing USMC units in the editor "No entry in '.model'". I don't know whether i had the updated versions installed yesterday or not. Will try again later. Share this post Link to post Share on other sites
Chairborne 2594 Posted August 12, 2015 Do you also have the weapons pack running? Share this post Link to post Share on other sites
veloxz 15 Posted August 12, 2015 Do you also have the weapons pack running? Yes normally i have but right now i remember that with the most recent updates a new CUP Weapons Pack appeared in PlayWithSix which i did not download since i already had the old one. I will give it a shot and download the second pack aswell. I guess that will fix it. :D Share this post Link to post Share on other sites
Chairborne 2594 Posted August 12, 2015 Probably that's the problem, you have to use only the two new updated packs. The old one is most likely obsolete. Share this post Link to post Share on other sites
Guest Posted August 12, 2015 Thanks for taking the time to inform us about the new and updated releases :) Releases frontpaged on the Armaholic homepage. Community Upgrade Project - Units Pack v1.0.1 ASDG Joint Rails Community Upgrade Project - Weapon Pack Community Upgrade Project - Weapon Pack v1.2.1 ASDG Joint Rails Share this post Link to post Share on other sites
twistking 204 Posted August 12, 2015 hey, i've got two questions: i was wondering, how you are going to handle the improvments ace2-mod brought to arma 2 units and gear. for example i'm thinking about improved at-gunnery features (smaww-spotting-ammo, disposable launchers...). do you plan to add these improvments to cup, or do you plan to deliver content as in vanilla-arma2, perhaps hoping that another mod adds these feature on top of cup. second questions is about the stats displayed in arsenal: are these stats somehow calculated from the weapon and gear configs, or are these just approximations, that were "hand written" by the item designer and therefor do not necessarily represent realistic combat values. i ask, because some stats seem to be a bit off comapred to others. nothing serious, but if the stats are more than just metadata, there might be some config-bugs in some of the gun. for example i noticed some unrealistic discrepancies between the different g36 variants... keep up the good work, guys! Share this post Link to post Share on other sites
Chairborne 2594 Posted August 12, 2015 AT launchers should already be compatible with ACE disposable system as far as i remember. There's nothing definite for the moment though, we're certainly looking into making as many upgrades as possible using what the game already has to offer. This doesn't mean we'll just stick to that in the future. It was already reported to us that some of the weight values seem off, we're looking into it. Some of the values were intentionally increased to reflect more realistic values. Are you sure the two mags are the same and not maybe a normal 30 round and a 100 round mag? In the mean time, the Seahawk got some splendid FFV seats (sorry for the AI tilting heads lol): http://imgur.com/a/qbDRt 1 Share this post Link to post Share on other sites
twistking 204 Posted August 13, 2015 It was already reported to us that some of the weight values seem off, we're looking into it. Some of the values were intentionally increased to reflect more realistic values. With the g36 family, i noticed absurd high accuracy for the g36K and identical impact values for all g36, although impact value of the shorter variants is expected to be slightly less. but i might be wrong. i'm not a gun-nut. but i'm still curious: are these stats "hand written" metadata, or does the arsenal calculates them from the "real" config values. In the mean time, the Seahawk got some splendid FFV seats (sorry for the AI tilting heads lol): http://imgur.com/a/qbDRt nice! i'm really looking forward to the cup_vehicles :) Share this post Link to post Share on other sites
audiocustoms 375 Posted August 13, 2015 And again, some eyecandy with CUP assets: Share this post Link to post Share on other sites
bagpiperguy 74 Posted August 13, 2015 I found this weapon on the internet and I think it may be cool to have in your pack if you want to Frankenstein a M4A1 stock to a Vz-58 to create a Vz-58 with a RIS Tatical Share this post Link to post Share on other sites
Frankdatank1218 39 Posted August 13, 2015 Didn't Toadie make at least some of his source files available? Can't remember if that was only for demonstration purposes or if they could actually be used as part of CUP but his animations are so damn good. Aside from that, loving the weapon pack, I'll confess to missing some of the weirder weapons available in the older games (especially the Lee Enfield. :D) so having those back is nice. Also, a MASSIVE thank you for using that icon system in the virtual arsenal so we can see what mod the weapons belong to, I just threw this on top of my usual mods for testing (which includes RHS) so it's dead handy to have that. I know RHS used them as a base for some guns, there was even a mod to replace the RHS anims with HLC ones back when RHS's anims were rougher. Oddly enough, the bolt actions like the Enfield in CUP have decent anims, some of the best in the pack. Luckily, AK and AR HLC anims would cover most bases. As most western NATO combat rifles have very similar controls to AR15's (CZ Brens, SCAR's, G36's for example). And RPK and even Dragunovs have similar control layouts to AK's. Anims are really the biggest deficiency of the pack, next to the lack of weapon trail sound effects that are noticeably lacking compared to vanilla guns. Share this post Link to post Share on other sites
Vonbraun 0 Posted August 13, 2015 Congrats on the update guys. Just wondering if there is anyone that can walk me through setting this up on my rented server? You can just pm me or Join me on TS: atl-voice.fragnet.net:10021 Thanks for the help guys. If anyone could please answer this? I too am new with setting up a server, and wish for some help for a beginner. Share this post Link to post Share on other sites
Chairborne 2594 Posted August 13, 2015 If anyone could please answer this? I too am new with setting up a server, and wish for some help for a beginner. If it's anything like gameservers you just upload the modfolder to the server via FTP (with a program like filezilla or fireftp), then launch it with the command line: -mod="@mod1;@mod2;@mod3;... ...;@cup_weapons;@cup_units;" Also remember you need ASDG Joint Rails for the weapons to work properly. Share this post Link to post Share on other sites
Vonbraun 0 Posted August 13, 2015 If it's anything like gameservers you just upload the modfolder to the server via FTP (with a program like filezilla or fireftp), then launch it with the command line: -mod="@mod1;@mod2;@mod3;... ...;@cup_weapons;@cup_units;" Also remember you need ASDG Joint Rails for the weapons to work properly. Alright, I got that down. But, how do I get them to spawn, on my epoch server? Share this post Link to post Share on other sites
keptsecrets 11 Posted August 13, 2015 Is it normal for the enemies be CSAT under Opfor and AAF Under Independent for the units? Share this post Link to post Share on other sites
Chairborne 2594 Posted August 13, 2015 Alright, I got that down. But, how do I get them to spawn, on my epoch server? You should ask in the epoch threads or forums. How are we supposed to know how epoch works? :D Is it normal for the enemies be CSAT under Opfor and AAF Under Independent for the units? Yes, they are just temporary placeholders. They will be replaced with proper units as we finish them. Share this post Link to post Share on other sites
Chairborne 2594 Posted August 13, 2015 Also to those of you who are reporting bugs here, we appreciate that you do, but we'd appreciate it even more if you did so in the proper feedback tracker. Things tend to get lost here on the public thread: http://bugs.cup-arma3.org/my_view_page.php Share this post Link to post Share on other sites
serjames 357 Posted August 13, 2015 To answer the question re the arsenal "Stats" - yes they are generated from real config data, not just meta data typed in Share this post Link to post Share on other sites
Chairborne 2594 Posted August 13, 2015 ION PMC's black D: :ph34r: 2 Share this post Link to post Share on other sites
MrSanchez 243 Posted August 13, 2015 Awesome...would've loved a version where it didn't say ION (so that it doesn't directly get associated with ION PMC and therefore can be used with other factions more realistically, but just a tiny detail nothing important.)...looks amazing regardless. Share this post Link to post Share on other sites
kllrt 154 Posted August 14, 2015 I found this weapon on the internet and I think it may be cool to have in your pack if you want to Frankenstein a M4A1 stock to a Vz-58 to create a Vz-58 with a RIS Tatical You might like THIS. I'm not sure If I will put it in CUP but I wished for version like that for very long time and with Alwarren's Magpul stock I was finally able to make "Tactical" version. Share this post Link to post Share on other sites
Janez 530 Posted August 14, 2015 I don't remember ION having a hind, but damn, that bird looks bad ass. Nice one. If ION will have more "heavy" assets like this, it opens up all kind of possibilities for mission making. Share this post Link to post Share on other sites