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Community Upgrade Project - CUP

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I would entirely agree with your 'rant', Alwarren. For the 3CB gear, we've tried to implement more realistic weights for weapons / ammo etc... It was ridiculous - and self-defeating for coordinated clan gameplay - when one single player unit can effectively carry everything they need - and more - for every Op. We'd see pilot medics running around with .50cal sniper rifles and titan rocket launchers. Madness. It is far better to tweak the weights and spread the load across the squad - with riflemen carrying spare belts for the lmg / gpmg gunners and so forth. Our javelin needs assembly - with the CLU being separately housed in the binoculars slot - and a single-shot tube is all that can be carried. It means that Javelin use becomes a team effort, with two units carrying replacement tubes which can be then given to the gunner after they disassemble the spent tube and attach the CLU onto a fresh one. Running resuppy also gives the pilots something to do when CAS is not needed.

All of what you just said is a major reason that our small group uses 3cb as our primary Blufor force in 99% of our campaigns.

Glad to see CUP is utilizing a similar philosophy.

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I did, there's no info on it, hence the question.

I know there was a command for it in the standalone version of the LHD, the old one, but it doesn't seem to work with the one in CUP.

 

That probably has changed, i suggest you check the documentation or open the PBOs yourself to check how the scripts work.

 

You could try this mod, which is recommended when using RHS assets with vanilla and other assets.  Beware that it is only a partial, WIP "solution:"

 

http://www.armaholic.com/page.php?id=24451

 

https://forums.bistudio.com/topic/161885-real-armor-mod/page-17#entry2917497

 

RHS armor/anti-armor doesn't work with anything that isn't specifically made to be compatible with it, so using CUP weapons on RHS vehicles and vice-versa will most likely produce weird results.

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I'll ask again since there's no info on it.

Is there any way to disable defenses on the LHD from CUP?

 

You asked that just one page ago. Sorry, please give people a bit of time to reply before bumping again, okay? If someone can answer your question he will, but if everybody kept repeating their questions, we'd have twice the number of pages. Thank you.

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I would entirely agree with your 'rant', Alwarren. For the 3CB gear, we've tried to implement more realistic weights for weapons / ammo etc... It was ridiculous - and self-defeating for coordinated clan gameplay - when one single player unit can effectively carry everything they need - and more - for every Op. We'd see pilot medics running around with .50cal sniper rifles and titan rocket launchers. Madness. It is far better to tweak the weights and spread the load across the squad - with riflemen carrying spare belts for the lmg / gpmg gunners and so forth. Our javelin needs assembly - with the CLU being separately housed in the binoculars slot - and a single-shot tube is all that can be carried. It means that Javelin use becomes a team effort, with two units carrying replacement tubes which can be then given to the gunner after they disassemble the spent tube and attach the CLU onto a fresh one. Running resuppy also gives the pilots something to do when CAS is not needed.

 

Indeed. Ammobearers have hardly any function since most of the time the AT capabilities of a single solder is already enough. The downside is that someone actually carrying the launcher will have a hard time since the only way to prevent multiple rockets is to make them heavies (as opposed to bulkier). 

 

Having the CLU as a separate "bionc" type is a good idea.

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You asked that just one page ago. Sorry, please give people a bit of time to reply before bumping again, okay? If someone can answer your question he will, but if everybody kept repeating their questions, we'd have twice the number of pages. Thank you.

 

I know, but seeing as my comment was getting buried and I needed the information with urgency I had to ask again. Sorry for the inconvenience and thanks for the help.

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I know, but seeing as my comment was getting buried and I needed the information with urgency I had to ask again. Sorry for the inconvenience and thanks for the help.

 

In cases such as this, I really suggest getting onto our Discord chat.

 

To join: https://discord.gg/0WqE6NaD5yHknD3Z

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Regarding the barrels: Not very likely as we have more important things to do, than adding ACE features to CUP as only a part of our users are profiting from this. Everybody is free to make compatibility addons for this thou.

 

Regarding mass: Most likely it is only copied from A2 config values. If you feel some weapons are not only to light in numbers, but also in feel, make a ticket in our tracker.

 

Regarding Land Rover Ambulance: Even if not in A2, make a ticket about that feature. Seems reasonable to me.

 

Thanks that's pretty much what I wanted to know regarding the barrel changes. I'll try to put a ticket in with you guys for the Land Rover. 

 

See this post and the one below it. As Arma 3 weight system stands now, this subject is not much about realism but more about setting values to be somewhat similar to vanilla weapons/magazines and to fit nicely into apparel containers (uniforms, vests, backpacks).

 

These values will most likely be adjusted when most or all apparel and units are converted.

 

Yeah, the more I read and learn about it, the more I realize that the weight system isn't really about weight at all as much as it is some type of impractical amalgamation of weight / mass / volume with many compromises made along the way.

 

Rant time. Please look away if ranting offends you.

 

 

 

Here's the thing. When I made these weights, my thinking was that there should be some realistic limitations on the amount of stuff people can carry, and seeing how the fatigue system was turned into an abysmal pussification of the original for no apparent reason, this is still relevant.

 

As an example: The average AA missile soldier in Arma 3 carries THREE Anti-Air missiles. Reloading the launcher takes a ridiculous one or so seconds. This means that every time a player is in a helicopter, he'll immediately get three AA missiles on his arse. Good luck evading that.

 

Same with armor. A single Titan easily takes out every tank. The AT Missile Specialist carries three AT missiles AND an AP missile. Armour is next to useless in Arma 3 since it can easily be taken out and each missile soldier carries enough for three tanks.

 

Regardless of the actual WEIGHT your guy can carry, the amount of stuff you can carry in Arma is just not realistic.AT Mines in reality weigh about 15 kilograms, in Arma this means you could theoretically fit 4 AT mines (i.e. 60 kg) into the Carryall. The problem is that the only way to penalize the amount of stuff someone can carry is to make it heavy. I can fit 80 (!) M203's into a backpack. That is completely over the top, but it works since they are not heavy.

 

What should have been done instead is to make things have two values: size and mass. What should have been done is that uniforms, vests and backpacks have a size limit, not a weight limit. The size should have limited what you can put in, and the weight determined if you can move. But as it is now, it is a matter of trying to balance two completely unrelated values (1 kg of lead and 1 kg of feathers in Arma take up the same space in a backpack) and try to balance that. The result is always off somewhere. Missile soldiers like the Stinger should have ONE missile, in their launch tube, nothing else. A Javelin loaded weights like 50 kg.

 

Bottom line, there is no way to make this "good". The result is easily visible in vanilla were tanks are hardly a thread and AI aircraft only survive because of the godlike reflexes their pilots have and the way that countermeasures work. We have to live with the limitations, but at least for CUP I wanted to make this more sensible - one missile per AA Soldier, one Javelin, etc.

 

Sorry for provoking this rant but its exactly what I wanted to hear and I can understand your decisions based on the system you have to work with. I doubt that it ever could / would be adapted for A3 but I appreciate what they were trying to do with the DayZ Standalone weight system each time I play that game. On a whole I agree with what you've done with the launchers. Anyways thanks for the insight.

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i dont know if it has been already mentioned here in this 116 pages theard:

 

the XM8 has no iron sight and most of the XM8 variants are not able to attach any weapon sights

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First, thanks for this excellent and quality mod. Thanks to the new BIS launcher we have been able to make CUP a requirement to play on our public server and it's been a huge success. However we have a few bugs involving artillery. I need to know the class names of the ammo used in the BM21 and the blufor mlrs (cup version)

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i dont know if it has been already mentioned here in this 116 pages theard:

 

the XM8 has no iron sight and most of the XM8 variants are not able to attach any weapon sights

 

there is a XM8 Railed with can take optics. 

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First, thanks for this excellent and quality mod. Thanks to the new BIS launcher we have been able to make CUP a requirement to play on our public server and it's been a huge success. However we have a few bugs involving artillery. I need to know the class names of the ammo used in the BM21 and the blufor mlrs (cup version)

 

Just check it with the ingame config browser ;)

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Just check it with the ingame config browser ;)

 

I did just that and I could not find it...   :(

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I did just that and I could not find it...   :(

This might be what you're looking for

configfile >> "CfgVehicles" >> "CUP_O_BM21_RU" >> "Turrets" >> "MainTurret" >> "magazines"

magazines[] = {"CUP_40Rnd_GRAD_HE"};

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This might be what you're looking for

configfile >> "CfgVehicles" >> "CUP_O_BM21_RU" >> "Turrets" >> "MainTurret" >> "magazines"

magazines[] = {"CUP_40Rnd_GRAD_HE"};

 

Thank you!

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Is there a known issue using CUP mods on a dedicated server?

Because I can't get any of my missions using CUP units to let me get in the server.

The missions work perfectly using LAN.

But when I load them on our dedicated server...it lets me get to the loading screen...then immediately boots me back to the player select screen with a "no entry .model" error at the bottom.

To make sure, I reinstalled fresh every CUP mod on the server as well.

One mission is using CUP Napa plus vehicles from CUP UK with 3CB.

The other mission uses CUP SLA, CUP RACS, and CUP UK vehicles.

Both of them...work great on LAN...will not let me in on dedicated.

Any advice?

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But when I load them on our dedicated server...it lets me get to the loading screen...then immediately boots me back to the player select screen with a "no entry .model" error at the bottom.

 

That means the server isn't loaded with CUP or doesn't have it at all.

 

P.S. Just playing on DS with all of CUP right now, works perfect.

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That means the server isn't loaded with CUP or doesn't have it at all.

 

P.S. Just playing on DS with all of CUP right now, works perfect.

I actually deleted and reinstalled all CUP mods fresh on the server. They are all there.

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I actually deleted and reinstalled all CUP mods fresh on the server. They are all there.

 

Maybe, but do you tell the server toload them? In 99% of all cases people forgot to launch the server with "-mod=@CUPBlah;" or wrote "-mods=" instead of "-mod=". Have a look at your RPT. I am sure it tells you that the wrong folders are loaded and no CUP pbo is actually loaded (atleast not the units).

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Warning Message: No entry '.type'.

Warning Message: '/' is not a value

Warning Message: No entry '.count'.

Warning Message: '/' is not a value

Warning Message: No entry '.maxLeadSpeed'.

Warning Message: '/' is not a value

Warning Message: No entry '.initSpeed'.

Warning Message: '/' is not a value

Warning Message: No entry '.reloadAction'.

Warning Message: '/' is not a value

Warning Message: No entry '.modelSpecial'.

 

 

 

And.....

 


mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item0/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item1/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item2/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item3/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item4/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item5/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item6/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item7/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item8/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item9/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item10/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item11/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item12/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item13/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item14/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item15/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item16/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item17/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item18/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item19/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item63/Entities/Item20/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item119/Entities/Item0/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item119/Entities/Item1/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item119/Entities/Item2/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item119/Entities/Item3/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item119/Entities/Item4/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item119/Entities/Item5/Attributes.rank: Unknown enum value ERROR

mpmissions\__cur_mp.Sara\mission.sqm/Mission/Entities/Item119/Entities/Item6/Attributes.rank: Unknown enum value ERROR

 

 

These are in all of the RPTs from dedi missions I've used CUP units with.  

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Dunno about the second error but the first is caused by either something broken or something not being loaded correctly.

Since this is the first report we have im going to assume you're not loading the mods properly.

Check the launch parameters and make sure all mods are spelled and launched correctly.

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Dunno about the second error but the first is caused by either something broken or something not being loaded correctly.

Since this is the first report we have im going to assume you're not loading the mods properly.

Check the launch parameters and make sure all mods are spelled and launched correctly.

I've checked 5 times, and deleted/reinstalled twice.  Mods are solid.

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Uhm what mods are you running? How do you launch your mods? If you use a command line to start the server with the mods can you copypaste it here? Does the game work correctly when you launch the same mission hosted on your pc?

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Uhm what mods are you running? How do you launch your mods? If you use a command line to start the server with the mods can you copypaste it here? Does the game work correctly when you launch the same mission hosted on your pc?

 

CUP (all of them, including terrain)

3CB mods (all of them)

ALiVE

ACE

CBA

 

We have a core set that we roll with that is 3CB as Blufor and we change out the Opfor.  I've only experienced this particular issue with CUP units involved.  Massi's units, CAF Aggressors, and RHS have been used in our missions with no issues.

 

And like I said, the missions with CUP run perfect on LAN.  But when I load them on the dedi...I get to the player select screen (so it doesn't bounce me for not having mods there)..I then get to the mission loading screen....then it bounces me back to the player select screen and either says "no entry .model" or "no entry Config/bin CUP (some type of ammo, can't remember offhand).   

 

Current mission modline is as follows:

 

mod=@CBA_A3;@ace;@ALiVE;@PooterASR_AI3;@CUP_Terrains_Core;@CUP_Terrains_Maps;@SpyderAddons;@AliveServer;@task_force_radio;@CUP_Weapons;@CUP_Vehicles;@CUP_Units;@CUP_ACE3_Compatibility_Addon;@CUP_ACE3_Compatibility_Addon_Vehicles;@3cb_baf_equipment;@3cb_baf_vehicles;@3cb_baf_weapons;@3cb_baf_units;  

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We use CUP on dedicated at CiA, there is no issue with dedicated server. Your second error is a bogus mission file and has nothing to do with CUP.

Where did you download from? I guess we need md5's for the files.

Send from my tablet, so pardon any autocorrect bollocks

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