kennyleif 20 Posted February 15, 2016 What would be the best way to place crates on the LHD in specific positions. Ex ammo crates for loading up for missions etc... Share this post Link to post Share on other sites
tupolov 520 Posted February 15, 2016 What would be the best way to place crates on the LHD in specific positions. Ex ammo crates for loading up for missions etc... In v1.2 we created a new hangar on the flight deck. You can use positions 22 and 23, use the spawnVehicleCargo function. [_lhd, YOUR AMMO CLASS, “fd_cargo_pos_22â€] call CUP_fnc_spawnVehicleCargo; As an example. You can repeat this for position 23. Possibly repeat these steps to add additional ammo boxes/supplies. 2 Share this post Link to post Share on other sites
O.Languedoc 67 Posted February 15, 2016 Hi Everyonne,I am shy To post à question like this here but i am out of solution.We decided to move from RHS to Cup on our dedicated server. I tested our new repo on my machine and it was all good. Once everything was ready on the dedi I tried to launch it without success. All mods were fresh download from the last update.Cup_terrains & Cup_vehicles don't "activate" but all the others mods are showing up in the mod list.I removed all our other mods and tried again with the CUP mods and CBA. No success. Mods were grabbed on Armaholic. Redownloded vehicles from GoogleDrive : same thing. Tried to grab the terrains from GoogleDrive but the download is crashing. Will try again tonight.Anybody had similar issue? What is the best launch order for cup when using ace?CBA, ace, terrains , weapons, units , vehicles, weap compat, veh compat?If somebody has infos on this , plz PM me so we don't spoil the thread.ThxOlivier Share this post Link to post Share on other sites
Chairborne 2594 Posted February 15, 2016 You have PM. Share this post Link to post Share on other sites
nomadd 66 Posted February 15, 2016 few things i have found. not sure if this needs a ticket or if they have been already posted mods: all cup mods ace cba all latest versions Edit: Mods are from steam workshop, not sure if that is important map stratis if you place russian fed or ChDKZ men in the editor, class names are correct. When you preview, the men have correct weapons for the factions but uniforms are always CSAT. Other opfor cup factions seem to be fine. F35 is about 1/2 meter off the ground when placed empty in editor then previewed Share this post Link to post Share on other sites
audiocustoms 375 Posted February 15, 2016 Those are placeholder units. This means the real ChDKZ men are not ported yet. Share this post Link to post Share on other sites
Chairborne 2594 Posted February 15, 2016 Floating F35 is an engine issue, type: this setvelocity [0,0,1]; In the init field and it will set itself on the ground. Share this post Link to post Share on other sites
robert31178 100 Posted February 16, 2016 Chairborne - I was wondering if the DEGA Static Parachute Lines works with the C-130 in the CUP vehicles pack. It's my understanding that it was compatible with a standalone you did, I was wondering if it's all the same stuff in the CUP pack. My squad would like to use it if possible!! ~S 1 Share this post Link to post Share on other sites
Varanon 892 Posted February 16, 2016 Mi-35M SuperHIND, ION's new toy 13 Share this post Link to post Share on other sites
shomu1 193 Posted February 16, 2016 Ooooh me likey. And I don't even like Russian helos. XD Share this post Link to post Share on other sites
Moon_chilD 200 Posted February 16, 2016 Ooooh me likey. And I don't even like Russian helos. XD Same goes for me, but the Hind is just freaking awesome! 1 Share this post Link to post Share on other sites
icebreakr 3157 Posted February 16, 2016 CUP Team: it's actually Mi-24 Superhind Mk. III not an old M35-M? Consider renaming it... That's how Mi-24M looks like: https://upload.wikimedia.org/wikipedia/commons/7/70/Mil_Mi-35M_%2851_yellow%29.jpg Share this post Link to post Share on other sites
chortles 263 Posted February 16, 2016 Bohemia agrees with Icebreakr. Share this post Link to post Share on other sites
bars91 956 Posted February 16, 2016 Yup - South African modkit for default Mi-24s ;) Share this post Link to post Share on other sites
kennyleif 20 Posted February 16, 2016 In v1.2 we created a new hangar on the flight deck. You can use positions 22 and 23, use the spawnVehicleCargo function. [_lhd, YOUR AMMO CLASS, “fd_cargo_pos_22â€] call CUP_fnc_spawnVehicleCargo; As an example. You can repeat this for position 23. Possibly repeat these steps to add additional ammo boxes/supplies. Okay. Isnt it possible to just set elevation for a ammo box? Because I need to have a script running on the ammobox for Loadout Transfers. Share this post Link to post Share on other sites
MrSanchez 243 Posted February 16, 2016 Okay. Isnt it possible to just set elevation for a ammo box? Because I need to have a script running on the ammobox for Loadout Transfers. Just use yer editor experience lad, either set the elevation in the elevation tab on the object properties tab or use something like setposasl and you'll be dandy. Share this post Link to post Share on other sites
Luke_z_Brna 958 Posted February 16, 2016 Mi-35M SuperHIND, ION's new toy OMG i really want this darling because of the gun turret which was only in Take on helicopoters. Great work guys!!! Share this post Link to post Share on other sites
icarus86 37 Posted February 16, 2016 Dont take this negativly but am i crazy or are a few things missing from the superhind model? Share this post Link to post Share on other sites
MrSanchez 243 Posted February 16, 2016 Dont take this negativly but am i crazy or are a few things missing from the superhind model? How dare you criticize the model, we don't need your negativity here. :D Just kidding, what's missing? Share this post Link to post Share on other sites
icarus86 37 Posted February 16, 2016 http://www.armaholic.com/datas/users/tkoh_hindslaunch_1280x800_4_4.jpg Im no helicopter expert, but it looks like you just have the regular D model with the new gun. Edit: Heat dissipaters/ir surpressers among other things on the bi model. Share this post Link to post Share on other sites
chortles 263 Posted February 16, 2016 Im no helicopter expert, but it looks like you just have the regular D model with the new gun. Edit: Heat dissipaters/ir surpressers among other things on the bi model. Three words: hide/show animation. ;) Also, there's a distinctly different gun shape and most crucially the EO/IR turret ("F.L.I.R. pod and TV camera" in BI's descriptions) placement on the nose above the gun. Share this post Link to post Share on other sites
icarus86 37 Posted February 16, 2016 Three words: hide/show animation. ;) Also, there's a distinctly different gun shape and most crucially the EO/IR turret ("F.L.I.R. pod and TV camera" in BI's descriptions) placement on the nose above the gun. I meant to say turret, not gun :P Share this post Link to post Share on other sites
Chairborne 2594 Posted February 16, 2016 Dont take this negativly but am i crazy or are a few things missing from the superhind model? What is missing? Share this post Link to post Share on other sites
roberthammer 582 Posted February 16, 2016 Basically that model without Pall vortex engine air particle separator system is Mi-24 SuperHind Mk.III with the system is Mi-24 SuperHind Mk.IV Here you can see all the versions of SuperHind > https://sites.google.com/site/stingraysheligalleries/south-africa-s-ate-superhind-series-mk-2-mk-3-mk-4-and-mk-5 btw that glass on the hind is way too reflective haha 1 Share this post Link to post Share on other sites
chortles 263 Posted February 16, 2016 Basically that model without Pall vortex engine air particle separator system is Mi-24 SuperHind Mk.III with the system is Mi-24 SuperHind Mk.IV As I mentioned that system is tucked away behind a pair of hide/show animations in Bohemia's model. :) Share this post Link to post Share on other sites