seba1976 98 Posted March 5, 2016 I have a question, where does the sound of the rifles are from? Are they the original A2 samples like the rest of the mod? Share this post Link to post Share on other sites
Chairborne 2594 Posted March 5, 2016 I have a question, where does the sound of the rifles are from? Are they the original A2 samples like the rest of the mod? No most of the sounds were either remade or taken from JSRS/Toadie. 1 Share this post Link to post Share on other sites
das attorney 858 Posted March 5, 2016 Hi CUP team, I registered on your tracker and made a few tickets (here they are for reference). http://dev.cup-arma3.org/T1192 http://dev.cup-arma3.org/T1191 http://dev.cup-arma3.org/T1190 They look really pedantic as they're just "admin" errors, but it would be really cool if and when you guys could take a look. Thanks 1 Share this post Link to post Share on other sites
NeoArmageddon 958 Posted March 5, 2016 Hi CUP team, I registered on your tracker and made a few tickets (here they are for reference). Really appreciate your feedback/tickets! 1 Share this post Link to post Share on other sites
wansec_6 200 Posted March 5, 2016 G'day Deltagamer, Thanks for the reply. Hopefully you can include them at some stage. Another question. Has anyone from CUP approached Gnat about porting his Frigate and Submarine packs to A3? Share this post Link to post Share on other sites
sargken 286 Posted March 5, 2016 Any status on the Humvee GPK with a MK19? Share this post Link to post Share on other sites
brekiy 7 Posted March 6, 2016 Could we get an update on what's a priority for the next update, and whether or not making new reload animations is on the table? Share this post Link to post Share on other sites
audiocustoms 375 Posted March 6, 2016 We have no priorities at all. And reload anims are on the table, but also no high priority. Only a few know how to do them and they are busy with other stuff. If you know somebody who is willing and qualified to do some reload anims, send him over... Share this post Link to post Share on other sites
Chairborne 2594 Posted March 6, 2016 Could we get an update on what's a priority for the next update, and whether or not making new reload animations is on the table? Fair to say what you see posted here is most likely going to be featured in the next update. The only exception being the CH53G since it relied on tech that wasn't available until 1.56 patch came. 1 Share this post Link to post Share on other sites
shomu1 193 Posted March 6, 2016 The only exception being the CH53G since it relied on tech that wasn't available until 1.56 patch came. You have my attention... Share this post Link to post Share on other sites
autigergrad 2034 Posted March 7, 2016 Hey fellas, Quick question to any and all. Will the upcoming British faction addition to CUP include LHD-ready assets? (i.e. Harriers with VTOL capability, Helicopters with folded propellers capability?) Was wanting to run some Royal Marine Ops with the WASP LHD and didn't know if there would be alternate British Configs once the BAF faction is added. Thanks in advance. Love the work so far! 1 Share this post Link to post Share on other sites
Chairborne 2594 Posted March 7, 2016 You have my attention... Don't get weird ideas. :P It was just the wreck proxy retexturing function BI added, and that we are "improperly" using to reskin proxies in the model. Hey fellas, Quick question to any and all. Will the upcoming British faction addition to CUP include LHD-ready assets? (i.e. Harriers with VTOL capability, Helicopters with folded propellers capability?) Was wanting to run some Royal Marine Ops with the WASP LHD and didn't know if there would be alternate British Configs once the BAF faction is added. Thanks in advance. Love the work so far! Harriers are already compatible with the LHD, and we already have the Harrier GR.9 since last patch, anyway yes we're gonna add some proper navy helicopter variants with folding functions. 6 Share this post Link to post Share on other sites
n_icomach 312 Posted March 8, 2016 Hey guys I was scrolling though the comments and could find an answer for this question but has anyone figured out how to use the LHD with the Eden update? Share this post Link to post Share on other sites
AZCoder 921 Posted March 8, 2016 There are some posts on page-104. I think it's supposed to be fixed in a future update. Share this post Link to post Share on other sites
Chairborne 2594 Posted March 8, 2016 Hey guys I was scrolling though the comments and could find an answer for this question but has anyone figured out how to use the LHD with the Eden update? As far as i know not much changed, you can put it in the editor through empty objects > seaport(?). You'll only have problems if you want to move it around because it is not re-spawned correctly when you hit preview, so you might have to close and open eden again to see your changes. Share this post Link to post Share on other sites
sarakgaming 15 Posted March 8, 2016 Hello, Yes it actually takes to open and close EDEN or launch a preview to see the changes. The only problem is the weapons that spawn in the middle of LHD instead of their usual locations. See the picture : 1 Share this post Link to post Share on other sites
Chairborne 2594 Posted March 8, 2016 Hmmm yeah that clearly isn't supposed to happen... Share this post Link to post Share on other sites
Von Quest 1163 Posted March 8, 2016 Okay, I'm lost. For the life of me, I can not find the LHD? Where in the heck is it? UPDATE Nevermind! Found it!!! :wub: 1 Share this post Link to post Share on other sites
n_icomach 312 Posted March 9, 2016 Alright so spawning it in 2d editor then converting it into the 3d Editor makes the proxys usable it seems, but im have an issue of trying to spawn my own preset. This is the init im using on the LHD itself. And in the image there is the error. Im using this example from the LHD manual. For Flight Deck cargo: [this, “FlightDeckCargoâ€, [“VEHICLECLASSNAMEâ€,â€VEHICLECLASSNAMEâ€,etc]] call CUP_fnc_createVehicleCargo; Additionally is there a way to set the LHD to OPFOR? Share this post Link to post Share on other sites
TheConen 78 Posted March 9, 2016 Don't copy paste the examples from the manual, ArmA can't handle the encoding of the " signs, you have to enter them manually. Share this post Link to post Share on other sites
n_icomach 312 Posted March 9, 2016 Don't copy paste the examples from the manual, ArmA can't handle the encoding of the " signs, you have to enter them manually. Thank you that did the trick. Weird how some code can be copied but not others. For example the [LHD1, this] call CUP_fnc_moveInCargo;this addMPEventhandler ["MPRespawn", {[LHD1, (_this select 0)] call CUP_fnc_moveInCargo;}] can be copied with no issue. Also after browsing i cant seem to find anyway to either turn off the LHD weapons or to make it opfor. Is there a way to do this? Share this post Link to post Share on other sites
Blobaum 0 Posted March 10, 2016 Hello! Im not sure if i'm posting in the right place for a Crash Thingy, but i have a HUGE problem. My game crashes when selecting any CUP weapon, when loading CUP weapons in the virtual arsenal, and when trying to select CUP weapons in the virtual arsenal. I have no other mods enabled (besides CBA_A3), so I know the error is with CUP Weapons. Is there anything that can be done to help? Share this post Link to post Share on other sites
NeoArmageddon 958 Posted March 10, 2016 . I have no other mods enabled (besides CBA_A3), so I know the error is with CUP Weapons. Is there anything that can be done to help? The Problem is not CUP Weapons but your downloaded files. They got corrupted. When you DL'ed with Steam, redownload the pack and/or choose another mirror like Armaholic or google drive for DL. 1 Share this post Link to post Share on other sites
Blobaum 0 Posted March 10, 2016 Thanks, Ill try it now! Share this post Link to post Share on other sites