deltagamer 612 Posted May 20, 2016 Wolfhound! Looking awesome as always Cheers for that, i'll hopefully have more to show off as well :) I like that! How about this: WhenItsReadyâ„¢ :D That's pretty good too, might steal that one for a future post :lol: Share this post Link to post Share on other sites
Chairborne 2594 Posted May 21, 2016 New CUP UFO is ready: 14 Share this post Link to post Share on other sites
Neviothr 102 Posted May 21, 2016 Does it come with a rave script? 1 Share this post Link to post Share on other sites
Chairborne 2594 Posted May 21, 2016 Without women in game? Hell naw. 5 Share this post Link to post Share on other sites
LykosMactire 298 Posted May 21, 2016 Yassssss i have been waiting for the UFO lights Share this post Link to post Share on other sites
CannonSong 688 Posted May 22, 2016 Man, that had better come with a chem-trail dispenser so the lizard-people-Illuminati-Templar... whateverthecraziesbelieve flying it can... control our vital fluids or what have you. That's- that's realistic, right? :ph34r: 2 Share this post Link to post Share on other sites
bardosy 158 Posted May 22, 2016 I have a mission editing question with CUP: I have an AI IFV squad: two CUP Bradleys and a CUP_B_M1126_ICV_MK19_Desert (Stryker). They have waypoints with condition if all the player's infantry squad are in the Stryker. When player's infantry squad are in the Stryker, the two Bradleys start moving towards the waypoint (because condition became true), but their subordinate Stryker don't move. Never ever. Not stucked. Just don't move. If I (the player) get out, the Stryker follow his commander (the leading Bradley), but with the player inside, it stop. Can someone help me in this? I realized, there is no GUNNER in the Stryker, only a commander and a driver. I guess this is how CUP team increase the passenger place in Strykers. So when I ordered my men to GET IN the Stryker, one of them take the place of the gunner. Is this cause the stopping Striker problem? Share this post Link to post Share on other sites
Chairborne 2594 Posted May 22, 2016 Stryker ICVs only have a crew of two (Driver and Gunner/Commander), but it might be that the extra ffv slot is considered higher in hierarchy over the real commander. Make a ticket and i'll check it out. 1 Share this post Link to post Share on other sites
OMAC 254 Posted May 22, 2016 I have a mission editing question with CUP: I have an AI IFV squad: two CUP Bradleys and a CUP_B_M1126_ICV_MK19_Desert (Stryker). They have waypoints with condition if all the player's infantry squad are in the Stryker. When player's infantry squad are in the Stryker, the two Bradleys start moving towards the waypoint (because condition became true), but their subordinate Stryker don't move. Never ever. Not stucked. Just don't move. If I (the player) get out, the Stryker follow his commander (the leading Bradley), but with the player inside, it stop. Can someone help me in this? I realized, there is no GUNNER in the Stryker, only a commander and a driver. I guess this is how CUP team increase the passenger place in Strykers. So when I ordered my men to GET IN the Stryker, one of them take the place of the gunner. Is this cause the stopping Striker problem? That sounds very similar to a problem I had with BMP-1 and BMP-2 not moving in some circumstances after additional cargo slots for units sitting on rear deck were added in Vehicles 1.3. See this ticket: http://dev.cup-arma3.org/T1367 1 Share this post Link to post Share on other sites
bardosy 158 Posted May 22, 2016 That sounds very similar to a problem I had with BMP-1 and BMP-2 not moving in some circumstances after additional cargo slots for units sitting on rear deck were added in Vehicles 1.3. See this ticket: http://dev.cup-arma3.org/T1367 Thank you! I confirm your ticket and add Stryker. I made other tests: When I (player) sit on the cargo, I cannot command the Stryker (this is normal), but when I change my site to FFV position, I could order the driver to move forward (it's a bug). So the problem is connected to FFV position. 1 Share this post Link to post Share on other sites
beppe_goodoldrebel 367 Posted May 23, 2016 Don't know if it's already been asked ( tl;dr ) are there any chance to have fast rope on MH6 ? Share this post Link to post Share on other sites
Chairborne 2594 Posted May 23, 2016 It was added after i made all the compatibility stuff for ACE Fastrope, so i must have missed it. I'll look into it for the next patch. Share this post Link to post Share on other sites
beppe_goodoldrebel 367 Posted May 23, 2016 It was added after i made all the compatibility stuff for ACE Fastrope, so i must have missed it. I'll look into it for the next patch. MH60 have it ... the MH6 has the model of the arm for fast rope but doesnt support it. * OMFG D3LT4 intesifies* 1 Share this post Link to post Share on other sites
tinter 186 Posted May 23, 2016 I noticed your launchers don't have ace_reloadlaunchers_enabled = 1; in their configs, which means they are not compatible with ace buddy reloading, as in someone else loads your launcher for you. Share this post Link to post Share on other sites
Chairborne 2594 Posted May 23, 2016 Problems with the mods go here guys: http://dev.cup-arma3.org/ If you want us to fix stuff post there, not here. :) Share this post Link to post Share on other sites
Chairborne 2594 Posted May 23, 2016 Added FFV to the BTR-90 today: http://imgur.com/a/xOMPj 18 Share this post Link to post Share on other sites
markocro 66 Posted May 23, 2016 great job, i just love how you trow at us those screenies from time to time (almost every day :P ) but one question, did you managed to make workaround when tank or apc turret gets over FFV slot, specifically over the unit which occupied slot? EDIT: tipo Share this post Link to post Share on other sites
Chairborne 2594 Posted May 23, 2016 great job, i just love how you trow at us those screenies from time to time (almost every day :P ) but one question, did you managed to make workaround when tank or apc turret gets over FFV slot, specifically over the unit which occupied slot? EDIT: tipo No, i don't think that's avoidable. If you have a solution we're open to suggestions. :) Share this post Link to post Share on other sites
Chairborne 2594 Posted May 24, 2016 New RACS' AAVP7: http://imgur.com/a/q1RW0 8 Share this post Link to post Share on other sites
parmenides 11 Posted May 24, 2016 I have a problem with falling through the flight deck of the ANZAC frigate when landing with heli and geting out of it. Does anybody know if there is a solution for this? Share this post Link to post Share on other sites
Chairborne 2594 Posted May 24, 2016 I have a problem with falling through the flight deck of the ANZAC frigate when landing with heli and geting out of it. Does anybody know if there is a solution for this? No, it's an engine limitation. 1 Share this post Link to post Share on other sites
kazimierz 2 Posted May 24, 2016 @Chair and other authors, I saw you are steaming along nicely. Good work! I've been fiddling with my old work again. Any interest in further polished versions of the C-130 and AV-8B? 2 Share this post Link to post Share on other sites
Chairborne 2594 Posted May 24, 2016 Harrier should be ok, the C-130 is still using the baby paint textures i made for some nations so if you can make better ones i would love to replace them. 1 Share this post Link to post Share on other sites
Grahame 94 Posted May 25, 2016 And the winner for RPT error messages from a mod has to be this: 18:12:57 Protocol bin\config.bin/CUP_D_RadioProtocol_GB_PMC/: Missing word ShitE ShitE is a well-known word in Britain, thank you very much... 6 Share this post Link to post Share on other sites
Chairborne 2594 Posted May 25, 2016 They're very polite PMCs. :ph34r: 1 Share this post Link to post Share on other sites