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Community Upgrade Project - CUP

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First, thanks for all your hard work!

 

Dont know if its been mentioned, but all of the C130 Hercules aircraft give the "Hit point error" when used in a mission. dont suppose there is a way to fix this?

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On 10/10/2020 at 1:26 PM, jgaz-uk said:

First, thanks for all your hard work!

 

Dont know if its been mentioned, but all of the C130 Hercules aircraft give the "Hit point error" when used in a mission. dont suppose there is a way to fix this?

are you using GM too? that's a known GM issue

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On 9/28/2020 at 10:16 AM, Chairborne said:

it can probably be disabled, usually we use randomization scripts from BI usually so it can probably be turned off.

 

On 10/2/2020 at 5:32 AM, Broseph_Stalin90 said:

revert to default CUP gear after launching the mission

Excuse my ignorance here, but I was under impression that setting loadout in Virtual Arsenal in Eden should disable BIS randomization stuff? Is it not what's happening in Arma in general?

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2 hours ago, krzychuzokecia said:

setting loadout in Virtual Arsenal in Eden should disable BIS randomization stuff? Is it not what's happening in Arma in general?

Yes. I didn't notice any problem with that. Potential homemade script issue.

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On 10/11/2020 at 6:18 PM, Chairborne said:

are you using GM too? that's a known GM issue

Yes GM was loaded, I'll try it without. Only get that error with the CUP C130 & Dakota C47 aircraft.

Thanks for your answer..

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7 hours ago, Chairborne said:

New toys:

 

 

Available soon in DEV CUP?

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59 minutes ago, MrMasMola said:

 

Available soon in DEV CUP?

probably next friday or the one after that

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AI uses tow missiles against flying aircraft and can lock on, is that intended?

Btr90 cannon muzzle flash is at the barrel instead of the tip. 

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what are the commands for lowering the ramps of the landing crafts? have been looking around but cant find a list of the commands...
 

specifically im looking for the commands for the LCU Mk10 and LCU-1610

 

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LCU-1610
Front ramp down:
this animate ["ramp_front",1]; this animate ["ramp_front_hook",1]; this animate ["ramp_front_wheels",1]; this animate ["led_ramp_front_off",0];

Rear ramp down:
this animate ["ramp_rear",1]; this animate ["led_ramp_rear_off",0];


Mk 10
Front ramp down:
this animate ["FrontRamp",1]; this animate ["FrontRampRubber",-0.7];

Rear ramp down:
this animate ["rearRamp",1];

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25 minutes ago, W0lle said:

LCU-1610
Front ramp down:
this animate ["ramp_front",1]; this animate ["ramp_front_hook",1]; this animate ["ramp_front_wheels",1]; this animate ["led_ramp_front_off",0];

Rear ramp down:
this animate ["ramp_rear",1]; this animate ["led_ramp_rear_off",0];


Mk 10
Front ramp down:
this animate ["FrontRamp",1]; this animate ["FrontRampRubber",-0.7];

Rear ramp down:
this animate ["rearRamp",1];

perfect, thank you.
though the Mk 10 doesnt work...  getting a error..

"error missing ]"

 

Edited by Andreas_Forkbeard

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May I suggest some improvement over existing ramp opening mechanizm in the LCU/LCAC vessels? I took it from my own iterration of Burne's Mk.10. More incremental opening allows for adjustments whenever they are needed - steep shoreline, quey, ship ramp, etc. Default shortcuts, ie. gun elevation down/up are usually not needed in driver position, they're quite intuitive and simple in use. Obviously, in this example below you have animationSource instead of several animations you use to open ramp of, for example, LCU1610. So, some adjustments are required. This method is quite old, currently people use CBA bindings but hey, it's just something to start with.

 

			class front_ramp_down
			{
				displayName 		= "lower front ramp";
				displayNameDefault 	= "lower front ramp";
				position		= "driver_action"; //mem point close to driver proxy
				radius			= 2.5;
				shortcut 		= "gunElevDown"; //default: PgDn key
				condition		= "this animationSourcePhase ""FrontRamp_source"" < 1";
				statement		= "this animateSource [""FrontRamp_source"",((this animationSourcePhase ""FrontRamp_source"")+0.05)];";
			};	
			class front_ramp_up
			{
				displayName 		 = "raise front ramp";
				displayNameDefault 	 = "raise front ramp";
				position		= "driver_action";
				radius			= 2.5;
				shortcut 		= "gunElevUp"; //default: PgUp key
				condition		= "this animationSourcePhase ""FrontRamp_source"" > 0";
				statement		= "this animateSource [""FrontRamp_source"",((this animationSourcePhase ""FrontRamp_source"")-0.05)];";
			};


 

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