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Community Upgrade Project - CUP

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21 hours ago, Chairborne said:

The autocannon's traverse and elevation have a very tight angle because of how the Ka-52 is made with the whole coax gimmick (blame the soviet engineers who thought this was a good idea i guess).

However in Arma you cannot have different traverse and elevation for different weapons on the same turret (or gunnery station, if that makes more sense to you), there's a main animation that controls how far left/right and up/down you can look with the turret, so that meant that you either had to choose between having the correct elevation for the gun but an extremely tight window for missile control and general flir usage (which for a recon helicopter is pretty bad), or have a proper camera with 180° FOV but also have the gun moving all over the place even to unnatural traverse and elevation (imagine the autocannon turning 90° sideways, it would clip with the fuselage).

 

Changing topic, under permissions from Burnes/Byrne we have added the LCU Mk.10 to our assets.

It uses the regular vanilla VIV functionality and can carry pretty much a whole army of vehicles in it.

Unfortunately because of how VIV works and how the deck of the ship is made (an L shape with the cabin on the rear right hand side) we had to come up with two different variants to account for the different cargo space usage players might prefer.

I'm too lazy to make fancy preview pictures but here's a few pics i grabbed while messing around with VIV:

https://imgur.com/a/ZMOgnBj

 

(before you ask, the VIV rendering is still broken but that's an engine issue and there's nothing to do about it, only BI can fix it)


Nice one! Are you thinking about adding her LCAC aswell?

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4 hours ago, Muecke said:

Chairborne, this one is only for bluefor right ?

 

It's for whoever we can make textures for, as you probably figured out by now we don't have strict rules about this sort of things considering 80% of the factions in game are fictional.

If you want to make some of decent quality for whatever faction you like you can do so and we can plug them in directly, we have tons of stuff that was added like this.

 

8 minutes ago, pipewr3nch said:


Nice one! Are you thinking about adding her LCAC aswell?

It's already in, and works correctly as a hovercraft, aka it moves on both land and sea.

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On 9/1/2018 at 6:29 AM, RZNUNKWN said:

Hello guys,

I apologize if this has been already asked, but I'm searching for a list of objects that are placed on the map (large ship containers, dumpsters, wrecks, trash bins, construction stuff, etc). I'm looking for their classnames (If that's the right term). 

I know I can obtain them by looking in Eden Editor, but it's a bit of a long way of writing and alt-tabbing in and out. So I wondered if there's anywhere a list already?

Hello,

 

You can still download the PDF object library for Arma 2 at Armaholic: http://www.armaholic.com/page.php?id=5895. I just did a quick check and it looks like the CUP classnames are the same as in the original game, but it would probably be wise to double-check as you go along in case anything has changed.

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20 hours ago, Chairborne said:

It's already in, and works correctly as a hovercraft, aka it moves on both land and sea.


Currently in-game, or in your internal version?

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5 hours ago, pipewr3nch said:


Currently in-game, or in your internal version?

 

Internal version/public dev branch

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Anybody notice the FFV slots in the back of the ACR Landrover if the player aims down sight, the other FFV slot becomes invisible? Also the Tatra series of trucks has a bug where one of the cargo slots doesn't have the proper camera positioning for the player.

 

Thanks guys and keep up the great work.

 

Sam

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3 hours ago, ICE_MAN said:

Anybody notice the FFV slots in the back of the ACR Landrover if the player aims down sight, the other FFV slot becomes invisible? Also the Tatra series of trucks has a bug where one of the cargo slots doesn't have the proper camera positioning for the player.

 

Thanks guys and keep up the great work.

 

Sam

Bugs go here: https://dev.cup-arma3.org/

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in the LAV25, how to have the 2 guys in the back turret seat sitting inside?

 

plus, when sitting in the back of the lav25, we can see them, but when we are sitting in this position, we're just confined in a "box" - we can't see the other ones

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Not sure, they are probably encoded as gunner seats so you should check if there's a scripting command to tell someone to turn inside. If they are players you should be able to just turn in like you would in any gunner seat.

Which "other ones" can't you see? The crewmen? That's because the interior is not fully modeled, that's how BI made it for some reason.

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Create a ticket and I'll fix it, it's due to the recent tank update changing how Lod viewing works for crew positions. 

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Some new toys for special forces:

AN/PVS-15 and GPNVG four-tube goggles


g4QXbYft.jpgw4mIpKUt.jpgmNajfxWt.jpgDBOn1lOt.jpg

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Yas plox

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Am I the only one who faces landing issue on frigate if the frigate is created at mission start? In dedicated in such case the helicopter is bouncing from the landing deck. In case helicopter is spawned during the dedicated mission, then same issue is not happening

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It's a moving vehicle so you're bound to have several issues like weird collisions, if its in multiplayer it will probably get worse as soon as locality of the vehicles changes.

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I know Arma engine has issues with it but weird thing is, if you spawn the vehicle it works fine. Somehow engine behaves different to spawned vehicles compared to the vehicles which are already created via mission itself..

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Well, thats something i didn't know, cool stuff i guess. Anyhow we're not doing anything inherently weird with the frigate, it has regular geometries and roadway lods, there's no script managing that.

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2 hours ago, Devastator_cm said:

I know Arma engine has issues with it but weird thing is, if you spawn the vehicle it works fine. Somehow engine behaves different to spawned vehicles compared to the vehicles which are already created via mission itself..

 

If you script spawn something mid-mission, it's local to your client. If it's in the mission.sqm it's local to the server.

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that is a good point. Most likely then locality is the black magic behind which is causing trouble in dedicated...

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15 hours ago, cyruz said:

 

If you script spawn something mid-mission, it's local to your client. If it's in the mission.sqm it's local to the server.

 

Well unless it is spawned in with createVehicleLocal , createVehicle objects are globally visible.

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On 04/10/2018 at 1:24 PM, Alwarren said:

 

Well unless it is spawned in with createVehicleLocal , createVehicle objects are globally visible.

 

It's created globally, however the owner is still your client ;)

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2 hours ago, deltagamer said:

Rear security!

 

Oh wow, that's some seriously impressive texture work as well.

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