supportgunner 10 Posted June 21, 2015 Why i got no entry model? Share this post Link to post Share on other sites
theodor 13 Posted June 25, 2015 how is progress? :D i dont have any issues i just wish you would expand the mod Share this post Link to post Share on other sites
cameronseren 10 Posted July 15, 2015 I cannot see any of the modded vehicles the primary reason i wanted to use your mod was for the vehicles but the only ones that appear are default arma 3 offroad's is there a fix for this? Share this post Link to post Share on other sites
owmyeye 14 Posted July 15, 2015 I cannot see any of the modded vehicles the primary reason i wanted to use your mod was for the vehicles but the only ones that appear are default arma 3 offroad's is there a fix for this? Check you have installed the mod correctly, and also make sure have installed 'Massi's NATO SF and RUSSIAN SPETSNAZ VEHICLES' mod too. So far, some of factions haven't been given their vehicles yet. To get around this, use empty vehicles from another faction and script units into them ("this moveindriver _unit", etc) Share this post Link to post Share on other sites
unipus 11 Posted July 16, 2015 I was just starting to plan a Syrian crisis pseudo-campaign for my tiny coop group! This is excellent, I will follow its progress. Share this post Link to post Share on other sites
Crabfries 10 Posted July 17, 2015 Hi i keeping receiving and error message: "Bin\config.bin/CfgPatches.cup_basedata Error" "No Entry". Anyone know how to fix? Thanks!!! Share this post Link to post Share on other sites
ombron 12 Posted July 17, 2015 (edited) Hi i keeping receiving and error message: "Bin\config.bin/CfgPatches.cup_basedata Error" "No Entry". Anyone know how to fix? Thanks!!! First a sily question. Do you have loaded the needed addons CUP ? The message mean : i expect a cup_basedata entry in the cfgPatch and i cannot find this. (Downloadlink i give you below you need also ASDG Joint Rails). Wen do you have installed and have configured to loaded it - please check arma intern ( Arma menu Point : configure / Expanstions if you see the name of the loaded addons or in the logfile from arma (rpt file C:\Users\yourname\AppData\Local\Arma 3) for errors during the load. - Community Upgrade Project - Weapon Pack http://arma3.de/include.php?path=download&contentid=2701 - ASDG Joint Rails http://arma3.de/include.php?path=download&contentid=514 these are the other addons you need . CBA_A3 massis_vehicle Edited July 17, 2015 by ombron Share this post Link to post Share on other sites
accuracythruvolume 547 Posted July 25, 2015 Glad to see that people are enjoying the mod. I've taken a break from A3 but as always I am back again. Currently working on a custom radio protocol to make IS do the "allahu ackbar" thing. I think I may have cracked that nut...in progress. Also I noticed that the full amount of empty vehicles are in ZEUS but not in the editor. There's a workaround for mission makers that want the empty vehicles using MCC. Place the units using zeus, save the mission using MCC, then paste it into the mission file you are editing. I'll see what I can fandagle out about that being funky. Also under consideration it how to expand the mod. The most realistic way would involve adding another dependency: RHS. This might not be a big deal since it is largely the biggest and most baddass mod out there. If there is no super objection I may go through with adding it as a dependency to the mod so it will open up the plethera of RHS vehicles to the mix. This mod has not been abandoned...stay tuned... Share this post Link to post Share on other sites
autigergrad 2034 Posted July 25, 2015 Good to hear. As this is a major emphasis on the global spectrum, I'm glad to see this mod will continue to improve. Share this post Link to post Share on other sites
hydrobull3t 13 Posted July 25, 2015 Glad to see that people are enjoying the mod.I've taken a break from A3 but as always I am back again. Currently working on a custom radio protocol to make IS do the "allahu ackbar" thing. I think I may have cracked that nut...in progress. Also I noticed that the full amount of empty vehicles are in ZEUS but not in the editor. There's a workaround for mission makers that want the empty vehicles using MCC. Place the units using zeus, save the mission using MCC, then paste it into the mission file you are editing. I'll see what I can fandagle out about that being funky. Also under consideration it how to expand the mod. The most realistic way would involve adding another dependency: RHS. This might not be a big deal since it is largely the biggest and most baddass mod out there. If there is no super objection I may go through with adding it as a dependency to the mod so it will open up the plethera of RHS vehicles to the mix. This mod has not been abandoned...stay tuned... It will be better, With all the respect to massi (and I love his work) those vehicles are low detailed and I personally prefer RHS vehicles... Thanks for informing, looking forward for this! Share this post Link to post Share on other sites
owmyeye 14 Posted July 25, 2015 Glad to see that people are enjoying the mod.I've taken a break from A3 but as always I am back again. Currently working on a custom radio protocol to make IS do the "allahu ackbar" thing. I think I may have cracked that nut...in progress. Also I noticed that the full amount of empty vehicles are in ZEUS but not in the editor. There's a workaround for mission makers that want the empty vehicles using MCC. Place the units using zeus, save the mission using MCC, then paste it into the mission file you are editing. I'll see what I can fandagle out about that being funky. Also under consideration it how to expand the mod. The most realistic way would involve adding another dependency: RHS. This might not be a big deal since it is largely the biggest and most baddass mod out there. If there is no super objection I may go through with adding it as a dependency to the mod so it will open up the plethera of RHS vehicles to the mix. This mod has not been abandoned...stay tuned... Can I just point something out. You may or may not be aware, but apparently RHS is not 100% compatible with some other mods. I actually didn't know this, until I saw an (almost nasty) debate kick off in the CUP thread which mentioned it. The discussion was comparing RHS with CUP, and pointed out that the former uses it's own armour and damage configurations, which make it a problem to mix with other mods (contrasted with the fact that CUP would be modular and compatible). People from the RHS team were in the discussion, and in regards to the incompatibility issue, the only reply was something like 'that's the thing about total-conversions'. As I said, I actually didn't know this from first hand experience. I mix every mod under the sun (and as such, often don't know what mod's vehicles or units I'm using), and although it all has seemed fine, I have seen some anomalies. The worst thing I've seen is armour (like BMP's) taking multiple RPG's without being destroyed (sometimes 4 or even more direct hits). I hadn't been sure about if it was an error, or a dev's interpetation of how things should be, but to get around it I've had to 'test fire' missions- by actually individually checking each vehicle's ability to withstand direct hits from the opposition team's AT fire, then adjusting the vehicles armour slider in the editor to adjust (sometimes having to set it to a size barely wider than the mouse cursor). So anyway, yeah maybe you know all this or have a better understanding than I do, but you best check that factor out if this is the first time you're hearing about it. Share this post Link to post Share on other sites
accuracythruvolume 547 Posted July 26, 2015 I believe under the difficulty settings, if you have "Extended Armor" disabled, the RHS tanks and whatnot are not out of balance. Of course doing some testing with the CUP RPG would be wise. Share this post Link to post Share on other sites
owmyeye 14 Posted July 26, 2015 I believe under the difficulty settings, if you have "Extended Armor" disabled, the RHS tanks and whatnot are not out of balance. Of course doing some testing with the CUP RPG would be wise. I never have extended armour on. As I said though, I hardly know which mod's units/kit i'm using, but maybe if I can find the time I will do some top to bottom testing to see what happens. I'll start with placing RHS armour and giving it a wack with cup AT's (if I can figure out in the virtual arsenal which mod each weapon there belongs to I don't know if they will have the time to give you a good answer or not, but maybe you could shoot someone from RHS a PM to ask if there are many considerations for mixing their mod, or even specific figures damage figures they can tell you. Share this post Link to post Share on other sites
veloxz 15 Posted August 2, 2015 I found an issue with the editor i think. When i try to place an EMPTY SAA T-72 or similar only the Armored vehicles of the IS will show up. All others are gone in the EMPTY section.. In the BLUFOR,OPFOR sections i can normally choose those vehicles, but not empty.. Share this post Link to post Share on other sites
war_lord 934 Posted August 3, 2015 If you have RHS as a dependency, couldn't you just use their RPG 7 instead? Share this post Link to post Share on other sites
kingkenny04 9 Posted August 4, 2015 Does anyone know the exact model of chest rig that the YPG use? They seem to almost universally use that same vest. I'd like to take a crack at making some YPG units when I have the time. If I could find that exact model of vest, I might be able to model it. Share this post Link to post Share on other sites
theodor 13 Posted August 5, 2015 Does anyone know the exact model of chest rig that the YPG use? They seem to almost universally use that same vest. I'd like to take a crack at making some YPG units when I have the time. If I could find that exact model of vest, I might be able to model it. Cant you just model it from the pictures already out there? Share this post Link to post Share on other sites
kingkenny04 9 Posted August 5, 2015 Cant you just model it from the pictures already out there? I could try, but it would be far easier with big photos of the vest and ONLY the vest. A lot of details are hidden by clothing/other gear/weapons in a regular photo of them wearing it. Share this post Link to post Share on other sites
accuracythruvolume 547 Posted August 7, 2015 Does anyone know the exact model of chest rig that the YPG use? They seem to almost universally use that same vest. I'd like to take a crack at making some YPG units when I have the time. If I could find that exact model of vest, I might be able to model it. Here is the config for the one that I used: class PESH_Vest: Vest_Camo_Base { scope = 2; displayName = "Peshmerga Chest Rig"; model = "\A3\Characters_F_Beta\INDEP\equip_ia_vest01"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\IraqiSyrianConflict\textures\Chestrigs\Pesh_Vest.paa"}; class ItemInfo: VestItem { uniformModel = "\A3\Characters_F_Beta\INDEP\equip_ia_vest01"; containerClass = "Supply100"; hiddenSelections[] = {"camo"}; mass = 20; armor = 4; passThrough = 1; }; }; Hope that helps :-) Share this post Link to post Share on other sites
accuracythruvolume 547 Posted August 7, 2015 If you have RHS as a dependency, couldn't you just use their RPG 7 instead? Yeah that is a possibility. I may take another pass at the weapon mix altogether and use whatever AKMs RHS provides as well. I did a little experiment and so far the CUP RPG7 seems fine. Share this post Link to post Share on other sites
theodor 13 Posted August 8, 2015 TRYK has updated and now have beards and loads of equipment. You should really talk to those guys Share this post Link to post Share on other sites
theodor 13 Posted August 8, 2015 And the guys clip into the Offroads Share this post Link to post Share on other sites
theodor 13 Posted August 9, 2015 here is how i want it to look http://imgur.com/8lPxGFw Share this post Link to post Share on other sites
war_lord 934 Posted August 9, 2015 The Islamic state of gluing wool to your face and wearing Crye Precision uniforms. As much as I love Tryk's gear, I think the assets AccuracyThruVolume uses better fit the theme. Share this post Link to post Share on other sites