If you have more to report feel free to update this ticket.
Mon, Jun 19
Sat, Jun 17
Added in in rVEHICLESSVN1190.
Fri, Jun 16
Every suggestions in this tickets are now integrated. Closing.
Can confirm this was resolved a few days ago.
Even in a vanilla zeus scenario things are working fine here. Notice that some AH6 variants are being removed because the dynamic loadout editor is being added, but objects show fine otherwise.
Are you sure modded content is enabled in the Zeus module?
That's odd, they show up fine in the editor when playing as Zeus (contrary to T1992 where the super cobra would just not show period), gonna check what happens on local hosted game.
Upon review everything seems to be in working order.
Tested on Stratis, when i put it down and roam around in the areas you pointed out i could move regularly without issues.
If you move the LHD with Zeus when the game is live i suspect that might be the cause, otherwise i cant replicate it.
Tue, Jun 13
was this with cup stable or dev? i think we fixed it already
Mon, Jun 12
Sun, Jun 11
Sat, Jun 10
Duplicate of T2073
Duplicate of T2073
You need to make sure CUP mods are launched correctly.
Can you please post your RPT log?
Thu, Jun 8
Update from further testing on our end: it appears that Zeus can be made aware the object exists if it already exists in the mission, but any attempt to manipulate it results in the action failing and either the vehicle rubber-banding back to the location it was at before Zeus attempted editing, or nothing at all happening.
It appears the issue persists regardless of if third-party mods are loaded or if CUP and its dependancies are the only mods loaded.
Is this with just CUP loaded?
I haven't messed with Zeus in a while but i remember most vehicles were showing up correctly.
Wed, Jun 7
Fri, Jun 2
All Open Buildings were updated. Please check the Dev-Build or wait until the next CUP-Update.
FYI, I'm using all the CUP mods in 1 combined addon folder.
Thu, Jun 1
Wed, May 31
Yeah I figured out how to do it so if this request get accepted:
Mon, May 29
TLDR; add the CUP Team steam account to your friends list, and notify one of us in on the BI Forums or Discord so that we know its you
Hej I'm new to your website and can't find your dev branch. Where can I find it?
I updated all Buildings to new the NamingStandards from BI (door_N_soundSource / door_N_noSoundSource (Handle)). You can take a look at the CUP-Dev-Branch.
Sun, May 28
I've got this reply from NeoArmageddon on the BI forums: "it is a problem with the roads that can only be fixed when rebuilding Sahrani from source whch is most likely not happening very soon as it takes a lot of time to setup everything correctly and build it without errors.", on February 1st, 2017.
Sat, May 27
I can confirm this. Makes the map unplayable essentially. AI also cannot use bridges and since bridges connect several main roads on the map, it further impedes the maps ability to be used.
Wed, May 24
Tue, May 23
May 21 2017
May 20 2017
Attached image http://i.imgur.com/1z6D6R1.jpg
bumping priority up, gonna take a look soon
Since the payload manager is in game now (and CUP vehicles will get it too in due time) i think this ticket can be closed.
Checking this morning, the issue only appears on Sarahni, possibly a terrain issue rather than vehicle issue.
Everything seems to be working fine, even with only two units in the group the first two positions occupied are always the driver and gunner, closing.
https://feedback.bistudio.com/T124125 ticket on BI feedback tracker
Is this still happening to you? I tested it just now with CUP Dev and it seems to work mostly fine (except for some bumpy harriers, but they settle down in a bit).
can't reproduce on my end
May 19 2017
Solution is much easier, there's a coefficient for tracks speed (tracksspeed) that defines how fast the animation is played.
This is caused by weird inheritance from vanilla APCs.
can't reproduce, keeping open for the time being
May 18 2017
You're right. I completely forgot I had that enabled. My apologies.
Works fine on my end, that must be some custom content unrelated to CUP, judging by the menu entry (it's not under Army of the Czech Republic) and the icon (which i don't recognize) it's not one of ours. Closing.
Uhm could you clarify why the classnames are not the same as the ones in CUP? Are you sure you're using CUP vehicles?
I know! It's almost like modern art! ^-^
woah that's new!