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Chairborne

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Everything posted by Chairborne

  1. Tickets go here: http://dev.cup-arma3.org/ If they're not there they get ignored.
  2. May i ask, what's the cell size of the terrain?
  3. Good job, glad to finally see your work to fruition. :)
  4. That can't be done, for the same reason vanilla VTOLs dont have it. The engine only supports fastrope with helicopters, while the Osprey is technically a plane. edit: brain fart, disregard what i just wrote. I asked one of the ACE devs some time ago, they said it can be done but they'd have to make provisions for it. I haven't checked in depth the changelog of the last patch so i don't know if that's already in.
  5. We have begun testing the new Vehicle In Vehicle tech from Apex:
  6. In the VIV wiki page, a blufor parachute class is used in the templates, does that mean that parachutes need to be faction specific for each class? Like, if i have an Mi-8 for NATO, and another for CSAT, do i have to make two separate VehicleTransport classes using each the proper faction specific parachute (B_Parachute_02_F / O_Parachute_02_F)?
  7. Forgot an important detail, that is ACE fastrope (although we're working on our own standalone alternative). :)
  8. MH-6 Littlebirds now support fastrope as well:
  9. Off the top of my head that can be either because they use a much bigger radius for radar (which is not necessarily a good thing...) or the AI skill is set higher. I don't play with RHS though so i can't tell for sure, last time i tested our apache it seemed to behave normally.
  10. Chairborne

    Operation FrenchPoint

    If you're still interested in the old SA330, CUP can send you the improvements we made to it.
  11. Some terrains still have to be tweaked properly.
  12. I remember them saying they'd provide the code for us to add that to community made content though, am i remembering wrong?
  13. Any news about having animated ramps in the loading/unloading sequence?
  14. Chairborne

    POOK AFV PACK

    Me likey! Good job!
  15. Last i checked the open/close door anims were not supported for vehicle in vehicle, if they support it then we'll make use of it. Not yet.
  16. The Mi6 had some wonky issues with the roadway LOD, we'll probably ditch that in the next patch since we don't need it for vehicle in vehicle anymore. About the superstallion vs stryker, im not sure, have you tried using the setmass command?
  17. We'll probably go with vanilla vehicle in vehicle functionality, BI made some compelling arguments about theirs in the feedback thread.
  18. We forgot to add slingloading to water vehicles but they've been all patched last week, so you should be able to slingload RHIBs and CRRCs/PBXs from next patch. I guess that's a "yes" to your question. :P Anyway you can make AI "land" anywhere you want, you need to place an invisible Helipad, then order the AI to land there and you can make it float anywhere you want. Another solution is using unitCapture/unitPlay functions but they are heavy to run in MP (however work like a charm in SP). This was recorded entirely with unitCapture/unitPlay, i recorded myself flying and shooting and the AI repeated precisely (except for the ROF of the Spooky that was cut in half for some reason, we later changed some values for the ammo so it's not representative of how the guns should work): Can do the same with helos and probably all other vehicle classes as well.
  19. That's bound to be reviewed, but "weapon shakiness" should come from vanilla recoils, i dont think it's something we intentionally increased.
  20. This looks promising...! :O
  21. Floating Chinooks, soon in a theater near you! In case you don't know what this is about give this a nice read, i haven't gone insane: https://en.wikipedia.org/wiki/Amphibious_helicopter :ph34r:
  22. What you've seen these past few weeks, plus soundshaders and materials rework on SOME weapons. We're saving some more cool new stuff for the following patch. :ph34r:
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