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The SAM Pack is currently at VERSION 6.0

 

Copyright 2018 hcpookie.  This item is not authorized for posting on Steam, except under the Steam account named hcpookie

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MAJOR UPDATE:  v6.0 is hosted on my onedrive.  It is also on Steam for those who can't figure how to install mods.

 - v6 addresses AAA script lag issues, and includes new Ground Control Intercept (GCI) function.  Tutorial vid for GCI found here: 

 

REQUIREMENTS: The only requirement for "vanilla" play is my camonets pack:  https://forums.bistudio.com/topic/186395-pook-camonets/

 

 

 
Default factions are now supported:

 

In order to accommodate non-CUP factions (such as RHS and VME) I had to remove the CUP references and utilize a "vanilla" faction model.  BE WARNED - the primary focus for me is still the CUP factions, therefore vanilla faction models may be limited in camo variations that may not complement the default faction camo schemes.  If you have read the Guide, it should go without saying I have no plans to further develop the vanilla factions other than for compatibility and bug fixes.
 
Since I cannot abide the "bug eye soldier" models, I introduced the OPFOR faction units under a new "AAF" OPFOR faction.  These are simply copies of the AAF faction soldiers assigned with a new "side" value, nothing more.  They look like AAF soldiers because they are copies of AAF soldiers, with the assignment of "SIDE 0" aka "OPFOR".
 
This "dedicated" faction model may be developed in the future to support FAP units, RHS units, etc. in the same fashion as CUP is now supported.  A dedicated VME PLA faction offering is in development.

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MANUAL DOWNLOAD (in multiple parts):   https://onedrive.live.com/?id=5B54FC51A7917265!22139&cid=5B54FC51A7917265
STEAM DOWNLOAD HERE:   http://steamcommunity.com/profiles/76561198032494151/myworkshopfiles/?appid=107410


READ:  Read the guide.  Please!  The Guide represents all the documentation, information, configuration settings, etc. to successfully enjoy this addon!  Lots of pictures too, so read it :D
 
STATUS: All known / reported issues have been addressed.  Change log below.  ANY ERRORS / POPUPS WERE NOT NOTICED IN TESTING... Please let me know if you find anything broken or simply... strange.  I am already seeing several little things that need some TLC.  It is somewhat difficult to test 50+ vehicles in all their scenarios so I am certain that some issues will be discovered.... MEA CULPA if they do!
 
 
SPECIAL FEATURES:
There are several new features that enhance gameplay.  Included with the units are:

  • Proximity fuses / indirect damage
  • SHORAD counter-missile defense (yes I can shoot down your incoming missiles)
  • ARM weapons (anti-radiation missiles) for use against key SAM/AAA site radar units.
  • RWR missile alerts.
  • Automatic, MP-friendly spawning of SAM and AAA sites.
  • NEW in v4.2:  Support for external ECM / JAMMING scripts
     

UNITS:
The addon includes both EAST / SOVIET heritage systems and WEST / NATO heritage systems.  Due to the changes in 4.1 the vanilla factions can now access most all systems regardless of origin, with a few exceptions.
 
All your favorite A2 factions are present (via CUP units) for their respective factions' systems, now within their own OPTIONAL download (see above).  If you desire to run with CUP, you will need that additional file.  If you do not use CUP, DO NOT USE THE FILE.  Further information is found in the Guide.
 
 
CHANGELOG

 
Quote

V6.0: 10/6/2018
-    FIX: Script errors in site cleanup script
-    FIX: Typo in P12 radar spawn script instructions
-    FIX: SHORAD counter-missile defense (incoming ordnance intercept) function
-    FIX: Radome spawners failing to take damage when host building was destroyed
-    FIX: 40V6 Mast-mounted radar placement on all terrains
-    IMPROVED: AAA ammo changes for 20mm, 23mm guns to minimize lag issues
-    IMPROVED: MAZ vehicle family camo textures
-    IMPROVED: Radome spawner behavior; input features
-    IMPROVED: BVR attack profiles for ARM weapons for better ARM missile engagements
-    IMPROVED: ARM scripts converted to functions and optimized
-    IMPROVED: ARM weapons can engage out to real-life ranges (up to 50km)
-    NEW: Radome spawners with 5km range
-    NEW: Ground Control Intercept (GCI) function (see section in Guide for details)

 

Quote

v5: 10/1/2017

-    POSTPONED:  ECM scripts

-    POSTPONED:  ARM missile onboard radar configs

-    POSTPONED:  RADOME occupy script

-    FIX: Missing SA3 Radar classnames in Guide
-    FIX: Custom Air Defense soldier side assignments caused friendly fire during some Site spawns
-    FIX: Various minor 3D model tweaks and corrections
-    FIX: SA2 site firing commands were incorrect resulting in severely diminished SA2 launch occurrence
-    FIX: Incorrect ranges for SA10/20/21 missiles that were published in miles instead of km
-    FIX: PRV-11 shadow bug on 3D model
-    IMPROVED: Real World values for extended-range SAM’s to accommodate the newest extra-large maps
-    IMPROVED: AAA Airburst explosion damage
-    IMPROVED: Missile reload behavior now ensures reloaded missiles can be seen
-    IMPROVED: SA15: Optimized weapon doors to use reload animations instead of user script
-    IMPROVED: PRV-11, PRV-13, PRV-16  radar altimeters correctly animates w/ “flapping” action
-    IMPROVED: Optimized booster stage discard and timeout script behavior for SA2, SA3, SA19, SA22
-    NEW: Function-based AAA and SAM airburst spawn logic to greatly increase responsiveness and performance
-    NEW: 9K33 (NATO: SA8 “Gecko”) SAM system
-    NEW: S-400 (NATO: SA21 “Gargoyle”) SAM system
-    NEW: P-19 “Flat Face” early-warning/acquisition radar for SA-3 sites
-    NEW: P-15M “Squat Eye” early-warning/acquisition radar for legacy sites
-    NEW: 36D6/ST-68 “Tin Shield” mast-mounted early-warning/acquisition radar for SA-10 sites
-    NEW: 96L6 “Cheese Board” early-warning radar for SA-21 sites
-    NEW: 92N6 “Grave Stone” fire control radar for SA-21 sites
-    NEW: 55Zh6UE Nebo-UE early warning / surveillance radar
-    NEW: 1L119 Nebo-SVU early warning / surveillance radar
-    NEW: Early Warning “listening post” site spawner to provide Jets DLC targeting capabilities for a Side.
-    NEW: Jets DLC Radar Components integration. Standalone SAM and AAA launchers should behave more aggressively
-    NEW: Jets DLC multi-stage missile animations for SA2, SA3, SA19, SA22

-    NEW: In-Game Field Manual entries

 

v4.3:  9/17/2016

  • FIX:  Corrected missing Zeus entries for default factions
  • FIX:  Corrected SA19, PU12 editor categories
  • FIX:  MIM-23 site INIT script errors to address “shooter†errors
  • FIX:  Minor texture issue on SNR-75 radar
  • FIX:  Guide update: Added missing class names listing for KS12 site spawner units, KS12 PUAZO site spawner units, and SNR-75 units
  • FIX:  Optimized site cleanup script
  • FIX:  Damage textures for MIM-23, SA-3, and PU-12 units
  • FIX:  SA3 site radar embankment placement
  • FIX:  Incorrect AN/MPQ-64 damage animations
  • IMPROVED:  Enlarged 91N6 (SA-20 radar) model scale
  • IMPROVED:  Added clarification to ARM script instructions in the Guide
  • NEW:  VME PLA mod faction classes.  Requires VME PLA to work.  Only some systems have been included in this release.  The alternative designations used by the PLA are listed in the Overview section of the Guide
  • NEW:  Added band/frequency settings to the static EW / Acquisition radars
  • NEW:  64N6 (SA-20 radar) model based on A2 model from “Hand of Moscowâ€

V4.2:  9/6/2016

  • FIX:  100 rnd Zu-23 magazines (2x 50-round belts).  This appears to be correct based on numerous sources
  • FIX:  Corrected CUP US Army faction editor listing
  • FIX:  Spawner preview pic errors in 3D editor
  • FIX:  Site spawner script placement errors.  Should address the “shooter†popup errors
  • FIX:  Minor SNR-125 radar 3D model issues
  • IMPROVED:  Site spawner scripts now clear launcher positions of all trees and terrain objects within a 40m diameter. This should improve engagement behavior
  • IMPROVED:  Site spawner scripts improved embankment placement
  • IMPROVED:  Added check for 3D editor within site spawner scripts.  This should address the “shooter†script popup errors
  • IMPROVED:  Increased site “assignment†distance.  This will allow manually-placed launchers to be controlled by the site within 600m of the radar control unit
  • IMPROVED:  Significantly improved indirect damage settings for proximity fused systems
  • NEW:  Added support for external ECM / Jamming scripts.  Information contained in the Appendix at the end of the Guide
V4.1:  8/16/2016
  • FIX: no entry 'config.bin/CfgVehicles.pook_SA10_spawnerW'
  • FIX: no entry 'bin\config.bin/CfgVehicles/pook_SA2_Decoy.side'
  • FIX: MAZ 7910 truck faction entries and cargo scripts
  • FIX: ChDKZ SA-2 SAM site spawn errors
  • FIX: Site cleanup script reliance upon now-deprecated BIS “HeliHEmpty†marker
  • FIX: Syntax error for incomingRWR.sqf documentation
  • FIX: Adding missing components to the geometry LODs of 5P85 (SA-10) launch vehicles
  • FIX: S60 gunner “die†animations
  • FIX: SA-11 / SA-17 missile flame effects
  • FIX: Removed duplicate targeting data from SA-10, SA-20, NASANS, MIM-104 scripts
  • FIX: Corrected ZU-23 magazine capacity to simulate real world values of 40 round belts
  • FIX: Corrected ZSU-23-4 magazine capacity to simulate real world values of 200 rounds (4x 50rnd belts)
  • FIX: Visual errors on generator support unit model
  • FIX: SA-20 SHORAD spawn state (_aaa variable error)
  • FIX: AAA proximity fuses now engage at target’s altitude instead of a fixed height
  • FIX: Correct penetration RVMAT on all surfaces
  • FIX: Indirect damage impact for missiles
  • FIX: 2S6 (SA-19) 3D model errors
  • FIX: Corrected  9K332 (SA-15-M2) magazine count from 8 to 16
  • FIX: Rampart heights on sites
  • IMPROVED: Corrected ballistic coefficient on missiles ("airFriction" value)
  • IMPROVED: Changed ‘DefaultEventHandlers’ references to ‘EventHandlers’ to address mod cross-compatibility issues
  • IMPROVED: Optimization of missile effects scripts to address potential lag issues
  • IMPROVED: SA22 engagement values to favor cannon at shorter ranges
  • IMPROVED: ZSU-23-4-M4 engagement values to favor cannon at shorter ranges
  • IMPROVED: Shell ejection drop behavior now ejects the spent shells with directional velocity
  • IMPROVED: Shell ejection effects for cannons and AAA artillery
  • IMPROVED: KS-12 and KS-19 recoil and shell effects
  • IMPROVED: Increased brightness on tracer effects
  • IMPROVED: AAA Airburst visual effects, audio effects, and damage values
  • NEW: Reorganized vehicle classes with new “SHORAD†category.  SHORAD vehicles possess counter-missile capabilities
  • NEW: Reorganized factions to accommodate non-CUP mods such as RHS, etc.  CUP faction is now optional.
  • NEW: Vehicles now configured with PhysX properties
  • NEW: Kh-25MP (AS-12) anti-radiation missile for Soviet-heritage loadouts
  • NEW: New missile exhaust smoke plume effects on static launchers for SA-2, SA-3, MIM-104, SA-10, SA-20, NASAMs static
  • NEW: New missile exhaust smoke effects on mobile launchers for NASAMS mobile, SA-11, SA-17, SA-15, SA-19, SA-22, MEADS
  • NEW: Config changes for Zeus and Arsenal compatibility (I hope); Editor preview pics for all vehicles
  • NEW: Muddy reddish-textured ramparts
  • NEW: 91N6 (NATO: “Big Birdâ€) early warning radar for SA-20
  • NEW: MIM-23 HAWK SAM system, supporting radar, and control vehicles
  • NEW: ZU-23 “modernized upgrade†version with integrated MANPAD launcher
  • KNOWN ISSUE: Soldiers yelling "out of ammo" when disembarking vehicles even when they have a full complement of ammo
  • KNOWN ISSUE: Soldiers reporting "out of fuel" on some vehicles. This is due to scripting solutions required for proper operation of the stationary launchers.  These reports can be ignored... just chatty AI
  • KNOWN ISSUE:  ZU-23-4 (Shilka) M4 doesn't expel smoke rounds.  This appears to be a Shilka model problem and is being researched

 


 
Full detailed description and information from my A2 pack is collected here:  https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/

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READ THE GUIDE!   The information here is discussed in more detail in the Guide.

 

EAST SAM Systems:

  • SA-2 static launcher
  • SA-2 mobile launcher (midlife upgrade)
  • SA-2 radar system (SNR-75)
  • SA-3 static launcher
  • SA-3 mobile launcher (midlife upgrade)
  • SA-3 radar system (SNR-125)
  • SA-10 launch vehicles (different versions)
  • SA-10 radar system (30N6E)
  • SA-11 BUK family launcher and radar arrays
  • SA-15 TOR family launch vehicles
  • SA-17 BUK family launch vehicles
  • SA-19 Tunguska SPAAG/SAM
  • SA-20 static launchers
  • SA-20 radar system (30N6E2)
  • SA-22 launch vehicle
  • 76N6 EW radar (SA-20/SA-10)
  • 91N6 EW radar (SA-20)
  • 30N6E mast radar array (SA-10)
  • 96L6 EW radar (SA-20)

EAST AAA Systems:

  • KS-19 100mm
  • KS-12 80mm
  • S-60 57mm
  • ZU-23 23mm
  • ZU-23-4 Shilka
  • ZU-57-2 SPAAG
  • SON-9 radar
  • PUAZO 6/60 rangefinder
  • PRV-11 height-finding radar
  • P-12 EW radar
  • P-18 EW radar
  • PU-12 radar
  • SON-50 radar (for S-60)

EAST SHOWCASE:

 

pook_SAM_Eaststuff1_zpsflmduxia.jpg

 

pook_SAM_Eaststuff2_zpswpsoxopn.jpg

 

 

WEST / NATO heritage systems:

 

  • NASAMS mobile launcher (AIM-120 based)
  • NASAMS static launcher
  • AN-MPQ/64 NASAMS radar
  • MIM-104 PAC-2 Patriot launcher
  • MIM-104 PAC-3 Patriot launcher
  • AN-MPQ/53 MIM-104 radar
  • MEADS PAC-3 mobile launcher
  • OE349 EW radar (for MIM-104)
  • C-RAM CIWS gatling
  • MIM-23 HAWK launcher
  • AN-MPQ50 HAWK radar
  • AN-MPQ61 HAWK radar
  • AN-MPQ62 HAWK radar
  • HAWK Battery Command Post (BCP)

As CDF is a WEST faction, the EAST systems will also be available for the WEST side.  CDF-Independent, playing on the Independent side, also incorporates the EAST systems for that side.

 

SITE Spawner units are the SAM / AAA site "director" that spawns and controls all of a site's launchers and radar systems via scripts.  Site spawner units are "single-click" options for making a site without any scripting requirements... simply place the site, and the appropriate launchers, radars, support systems, SHORAD systems, and bunkers and netting will automatically spawn.  When killed, the site spawner units will "disband" a SAM / AAA site after about 10 minutes game time.  The sites' units, support systems, bunkers and netting will be automatically cleaned up and removed from the map, further helping MP missions by removing the "junk".  More info is in the Guide (see first post).

 

Sites spawn faction-appropriate nets and randomized camo colors (based on my pook_camonets addon) for the systems where applicable.  Therefore TAKI desert systems will be best used in desert/arid areas.  CDF/GUE/INS factions will best be used in jungle, forest, or other lush and vegetation-heavy environments.  USMC/USArmy and CDF/CDF-IND factions employ both NATO WOODLAND and NATO DESERT patterns for their applications.  Check the Guide for reference pics.

 

pook_SAM_Weststuff_zpsy4qz3xtj.jpg

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READ THE GUIDE!   The information here is discussed in more detail in the Guide.

 

Proximity Fuse damage

The SAM's in this addon contain a new feature that eliminates the "near miss" issues typically seen with SAM's, where the missile must literally "touch" the airplane's 3D model to detonate.  This is not realistic, since most of the SAM systems in this addon contain an on-board radar that detects when the missile is close enough to detonate.  The proximity ranges and damage levels are adjusted to real-world values, based on public information.  A "near miss" with these SAM's may cause your aircraft to become a flaming lawn dart!

 

Gratuitous use of Chaff/Flare spoofing defenses are the best measure against these lethal SAM's.  Use them like they are free... they may save you a respawn!

 

AAA also makes use of the proximity fuse feature.  The larger caliber KS-19 and KS-12 AAA guns can prove to be quite lethal within their envelope!

 

The Guide discusses the proximity fuses in further detail.

 

The mechanics of the proximity fuses is such that you may not always "receive" proximity damage.  It is entirely possible to survive several hits from incoming SAMs (not so much with AAA) due to the subjective nature of proximity fuse detection.  Spoofing with countermeasures and "jinking" the plane with erratic movements can greatly increase survivability against these systems.  Addon and mission makers should consult the Guide on further details to ensure a good balance between these capabilities.

 

My EF-2000 contains ECM jamming features that can mitigate threats to a certain point.  ECM jamming and other features are being considered for future updates for other planes.  ECM jamming interoperability is being researched for the USAF mod, among others.

 

 

ARM Weapons

ARM (Anti-Radiation Missiles) are used by Wild Weasel pilots in the Suppression or Destruction of Enemy Air Defenses (SEAD / DEAD).  When on a Wild Weasel mission, the pilot may employ these ARM weapons to destroy the site's radar.  They may also be used to target SHORAD (SHORt Range Air Defense) systems' self-contained radars (Such as found on SA-11, SA-19, SA-22, etc). 

 

ARM missiles are simulated in the game via several action items that mission and addon makers can add to their aircraft.  The action, once configured, allows a pilot to perform the 2-step actions to successfully engage the enemy radar systems. 

 

The first action is the "detect" action.  The idea is that the aircraft is fitted with the Emitter Locator System (ELS) that scans and detects the radar frequencies.  The target, once detected, can be engaged at Beyond Visual Range (BVR) distances out to 10km in-game.  Yes that is not a typo, you can engage enemy radars out to 10km.  Keep in mind that enemy radar systems can track you out to much farther ranges (up to 20km in some cases) so be wary of high flights!  An enemy SA-10 can for instance engage you completely across the A2 Chernarus map!  You must plan any air attacks accordingly.

 

The game engine tends to de-select the target that the ELS "detect" action acquires.  The fix is to adjust view distance to the highest settings, however this may not always be feasible since framerate usually suffers immensely.  If this happens to you, you may select the "ARM - Detect and Auto Fire" action instead.  This automatically scans and then auto-fires the ARM weapon on the aircraft, thereby avoiding "loss of target" issues due to game engine limitations!  Feedback has reported this to be a very useful feature. 

 

The Guide contains further information on ARM weapons, and more details on their use and strategy.  Read the Guide.  Don't Panic!  :)

 

SHORAD counter-missile defense

In A2, the SHORAD systems mentioned previously were capable of targeting and destroying incoming threats to an area or group, providing true counter-missile battery defense.  The feature was limited to certain types of ordnance focused on incoming AGM and precision-guided munitions.  If you shot a missile at a group that contained an SA-22 (or CRAM, or any other of the SHORAD systems), and watched in puzzlement as your missile blew up in mid-air before hitting the target, the SHORAD system probably attacked the missile in mid-flight.  All the members of that group then thanked the SA-22 for its hard work :)

 

This capability is not yet fully implemented in A3, and will be coming soon.  Attacking aircraft can address this counter-threat by launching ordnance in ripple-fire modes so the salvo of incoming ordnance will overwhelm the SHORAD systems's capabilites.  A single-fired weapon will typically be unable to penetrate these defenses.  Judicious use of ARM weapons, or the use of salvo fire, may be able to overcome and defeat this capability. 

 

Friendly assets within about a 1-1.5km range can be protected by the SHORAD system.  The Guide contains information that addon and mission makers can use to enlist vehicles in the SHORAD defense system's protective umbrella, giving them "priority status" if an incoming missile is detected.  

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2 late for me now here in germany gotta work tomorrow :( have to give it a try when im back. Looks promising though :)

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I cant wait to finish work today, get home and download this!

...

Pook, did you say the rangemaster mod will come to arma3? Did eggbeast mention this somewhere? Omg....

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Speechless! Amazing! Great fu*king Wörk! RHS is dead to me, long live CUP!! <3<3<3

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Would be cool to see the REQUIREMENTS as "optional" requirements. We dont use CUP and camonets but we use RHS. Would be a big mess if we use several stuff that doing all the same. Its not perfect to have "older" AA Stuff but only modern soldiers, yes i know.

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great effort by the pookmaster!

 

I can say fro ma lot of combat hours flown against this lot that any "expert pilots" out there are gonna be freaking out and smashing their joysticks lol

 

time to learn not to overfly the AO looking for enemy with your EYE lol

helicopter pilots will need to learn to hug the nap of the earth and not reveal themselves to the enemy forces

time to learn to use stand-off weapons too

good luck lol

 

many a pilot in our server is cursing pook when they fly their weekend sorties.

 

also makes drones redundant, until the SAM/AAA's are taken out

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Pook, did you say the rangemaster mod will come to arma3? Did eggbeast mention this somewhere? Omg....

eventually.

i'm starting to feel lonely playing A2

however we need a lot of kit to support the porting.

having reviewed the mods available now c/w a few months ago i'm feeling more hopeful.

particularly the 3CB kit - that has gotten me inspired.

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REQUIREMENTS:

 

 - CUP soldiers and weapons.  You MUST have CUP to use this pack!  You are using CUP aren't you?  ;)

 

No, I am not using CUP for a number of valid reasons. This dependency to CUP

a.) seems arbitrary / unnecessary

b.) means hundreds of players who would otherwise play this mod are not going to.

 

You are of course free to make your mods however you want :) Just giving you honest feedback on that end.

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he needs crewmen from somewhere - what would you suggest?

also many dependencies that might be overlooked would be created by CUP

it likely saves him a lot of work debugging, instead he can make better kit

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he needs crewmen from somewhere - what would you suggest?

also many dependencies that might be overlooked would be created by CUP

it likely saves him a lot of work debugging, instead he can make better kit

 

Crewmen: Always go for Vanilla, if mission makers need specific crewmen they will place empty vehicles and assign specific crewmen anyways.

Dependencies that might be overlooked: Uh, please elaborate what you mean?

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I really would like to see a system like the S300 in A2 times (not released)

Btw some of your SAMs looks weird, this S300 trailer with big "arms" looks .. dunno

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I applaud the decision to use CUP. It does provide the same factions as were available back in Arma 2, which does serve better concistency, seeing as this mod adds SAM Sites fitting the Factions from Arma2. This way the mod author doesen't have to create redundant factions.

 

Have you by chance considered adding all the vehicle classes into the units[] property of the CfgPatches class? This way all the vehicles can be placed using the Curator/Zeus interface. I've seen that this is the case for a few vehicles already.

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Thanks for these pookie had some good fun testing:

 


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Crewmen: Always go for Vanilla, if mission makers need specific crewmen they will place empty vehicles and assign specific crewmen anyways.

Dependencies that might be overlooked: Uh, please elaborate what you mean?

All of the content was previous made for Arma2, so uses lots of elements from A2 default content. Which CUP has been porting, which meant hcpookie has only had to remap paths. Otherwise the addon pack would have been much largely and taken considerable more time to implement. As all these elements would have had to have been included in this pack to make it work.

 

Personally i don't see an issue in making CUP a requirement, CUP is adding alot of new content as well as porting all of the A2 default content. :)

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@jeza sweet demos man great job - should help the moaning minnies to realise what an amazing addon this is before they come out with their pitchforks and torches to drive him outta town for not making it how they want it, even though they haven't even loaded it in game to see what it is, nor probably read the guide he wrote, which took about a week!

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AWESOME! You just made my week. Was hoping this would get ported. Never played A2.

This will give us countless missions to sneak behind enemy lines and take those fuckers out.

Hell ya!

Thank you!!!

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All of the content was previous made for Arma2, so uses lots of elements from A2 default content. Which CUP has been porting, which meant hcpookie has only had to remap paths. Otherwise the addon pack would have been much largely and taken considerable more time to implement. As all these elements would have had to have been included in this pack to make it work.

 

Personally i don't see an issue in making CUP a requirement, CUP is adding alot of new content as well as porting all of the A2 default content. :)

 

I see your point in terms of being easier to do. A full port would be welcome though without having to use CUP.

As for "CUP is adding alot of new content as well as porting all of the A2 default content.", you are entitled to your opinion as such, but don't jump to the conclusion that surely everyone must agree with it. Some people just don't like CUP. Or would like to only use one element of CUP, but that's impossible. Or simply have tested the various things CUP currently has to offer and have walked away with an opinion of "maybe in a year or two, when stuff works".

But that doesn't really have anything to do with this mod. The bottom line is: If this mod were alternatively/optionally available as a stand-alone, it would have more users.

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