Jump to content
CUP

Community Upgrade Project - CUP

Recommended Posts

Clips through... there's no way to restrict turret rotation when FFV slots are occupied as far as i know.

 

Now that i think about it, i probably should report that to BI.

Share this post


Link to post
Share on other sites

Clips through... there's no way to restrict turret rotation when FFV slots are occupied as far as i know.

 

Now that i think about it, i probably should report that to BI.

 

It works for commander seats since OFP, so the tech is there.

Share this post


Link to post
Share on other sites

IIRC, when the commander turned out, the turret rotation was locked.

Share this post


Link to post
Share on other sites

The FFV streak continues:

T-55 now supports 6 FFV passengers (all of them can shoot).

 

That's really nice but isn't action menu a clusterfuck with all those positions?

Share this post


Link to post
Share on other sites

Only the first available FFV slot is shown in the action menu, the others are shown only once you're in.

  • Like 1

Share this post


Link to post
Share on other sites

That's really nice but isn't action menu a clusterfuck with all those positions?

What Chairborne said, plus the action menu is a clusterfuck anyway, no need to skip useful functionality for that :)

Send from my tablet, so pardon any autocorrect bollocks

  • Like 1

Share this post


Link to post
Share on other sites

Regarding the turret lock, I assume you mean when commander is turned out/ turned in?  That's just hte config value for "locking" the turret based on turnin right?

Share this post


Link to post
Share on other sites

Regarding the turret lock, I assume you mean when commander is turned out/ turned in?  That's just hte config value for "locking" the turret based on turnin right?

No... i mean a way for the game to detect when FFV slots are occupied, and if they are then lock the turret rotation, which doesn't mean freeze the turret in one spot, but turn at a reduced radius (say 90° in both ways instead of 360°).

 

Anyway i asked a BI dev about it and it's not possible through configs, maybe that can be done through script.

Share this post


Link to post
Share on other sites

No... i mean a way for the game to detect when FFV slots are occupied, and if they are then lock the turret rotation, which doesn't mean freeze the turret in one spot, but turn at a reduced radius (say 90° in both ways instead of 360°).

 

Anyway i asked a BI dev about it and it's not possible through configs, maybe that can be done through script.

if that cant be done, then why not if turret turns over FFV position then unit on FFV slot gets ejected from there.

Share this post


Link to post
Share on other sites

nice Chairborne good job,but i think the reverb is a little bit too strong, especially on distance ...bigmouth modus off ;)

Share this post


Link to post
Share on other sites

YASSSSSS.

Share this post


Link to post
Share on other sites

Only the first available FFV slot is shown in the action menu, the others are shown only once you're in.

 

Cool, then its all good.

 

What Chairborne said, plus the action menu is a clusterfuck anyway, no need to skip useful functionality for that :)

Send from my tablet, so pardon any autocorrect bollocks

 

Lol, yeah thats true. Although I got it to a minimum by binding most actions to keys.

Share this post


Link to post
Share on other sites

nice Chairborne good job,but i think the reverb is a little bit too strong, especially on distance ...bigmouth modus off ;)

Heh is good, i was looking for feedback actually. I'm using vanilla setup for tails (the reverb you hear), but as someone else pointed out there's a point where the sound switches in a weird way.

Share this post


Link to post
Share on other sites

This project is simply amazing and has come quite a long way already. Last time I checked you guys had just released the USMC, now we are nearly at 100% ArmA 2 CO content plus all those amazing additions and features like FFV implementation and the British MRAPs.

Considering how far this has come, are there still plans for a conversion tool for ArmA 2 missions that replace old classnames with the CUP version?

 

  • Like 1

Share this post


Link to post
Share on other sites

Considering how far this has come, are there still plans for a conversion tool for ArmA 2 missions that replace old classnames with the CUP version?

 

 

Have you seen this post?

  • Like 4

Share this post


Link to post
Share on other sites

This project is simply amazing and has come quite a long way already. Last time I checked you guys had just released the USMC, now we are nearly at 100% ArmA 2 CO content

Not quite 100%. But it's still amazing indeed. ;)

Share this post


Link to post
Share on other sites
kylania, on 19 May 2016 - 17:39, said:

Have you seen this post?

 

Now I have, thanks for the hint and the link. I have no idea how to run a python script in N++ yet, but I hope I'll figure it out somehow.

Share this post


Link to post
Share on other sites

I have no idea how to run a python script in N++ yet, but I hope I'll figure it out somehow.

 

Checkout PyNPP. It is a Plugin for N++ that lets you run pythonscripts directly via "Extensions->PyNPP->Run Python" (and you obviously need python installed for it to work).

  • Like 1

Share this post


Link to post
Share on other sites

Here's a few images of a new toy BAF will be getting Soonâ„¢

 

http://imgur.com/a/dMS0r

 

Edit:

 

Forgot to credit bravo93 over at 16aa for his help with this, he was kind enough to give me what he had started and it was taken from there.

 

You can expect to see more cool changes/features added into the BAF MRAPs in the future so look out for them :)

  • Like 11

Share this post


Link to post
Share on other sites

Wolfhound! Looking awesome as always

  • Like 1

Share this post


Link to post
Share on other sites

Soonâ„¢

 

I like that!  How about this:

 

WhenItsReadyâ„¢

 

:D

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×