- User Since
- Feb 22 2016, 9:02 PM (204 w, 3 d)
Oct 13 2019
This is the flight path from the ACE top down, referred to in the configs as "JAV_TOP" it seems to come in at an angle which means it doesn't kill on the first hit. It took 2 shots each time I tested it in top down mode. Direct fire killed it instantly each time.
I think it's only with ACE loaded and that does stuff to the missile guidance
Aug 9 2019
I updated these and sent the files over to @Chairborne
Jul 30 2019
Fixed in dev
Jul 29 2019
I'll try and have a look this week.
Jul 21 2019
May 5 2019
Apr 4 2019
Something like this (not tested)
Ka-52 uses a scripted solution by dynamically locking unlocking a hidden seat so players will only ever see 2 seats at a time. This does break fullCrew as it will return 3 seats, unfortunately you cannot create/remove a seat at run time and this is the only solution that works reliably.
Mar 31 2019
Mar 26 2019
Mar 24 2019
Mar 23 2019
Place a unit in a window named bob, as a player go stand outside the window. Get them staring at each other, then do bob reveal [player,4] in dev console and see if he suddenly engages.
Mar 3 2019
If you're around later we can test @Chairborne.
Feb 24 2019
This is technically covered by the ACE compats for CUP, obviously when running ACE.
Jan 20 2019
Jan 16 2019
ACRE covers the default vehicles at the very base classes (Car_F/Tank_F etc), on these vehicles I believe @Drofseh manually created them for these ones.
Dec 27 2018
I think the mags are scaled to the guns/mag port so it might require more than just adjusting the magazine, might require the weapon model to be adjusted, not sure how likely that is.
Dec 22 2018
Dec 7 2018
Dec 4 2018
Dec 2 2018
My fuck up!
Nov 29 2018
It has a height check already (getPosATL _vehicle) #2 > 140 as part of the deploy condition and adding a speed limit will remove it's use in helos that want to hover.
Nov 8 2018
Sorry to necro an old ticket, I'm going to dig through the repo and find stuff that we can make optional (CBA Settings) or is written in a way that might impact performance.
Sep 16 2018
Knew when I said the above I was cursing myself. Works fine in vanilla. Assume the missile flight path hitting it from the top is missing key components or something odd. Is there anything done in the ACE compats for the Javelin?
Yeah ace cookoff has weird bugs. It's disabled by default in ACE currently due to said issue.
Dev build, but missed last weeks one. Tried it without ACE loaded since they do their own lock-on system but can't for the life of me figure out how it locks in vanilla...
Aug 31 2018
@Eogos can the AI do that?
Aug 17 2018
Aug 11 2018
Leave them as they are, in A2 they were reloadable. ACE makes them "realistic" by being one use. Best of both worlds currently, users can pick whichever one they want via mods.
Could be ACE makes them disposable, haven't poked through the configs to see if they cover CUP AA launchers.
Jul 26 2018
May 23 2018
Looks like it's also on the RU EMR guys
Apr 12 2018
I've also got it on all the T-72s, driver turned in...
Feb 20 2018
Jan 25 2018
Jan 11 2018
Link it to this @Alwarren
Jan 6 2018
Yeap, use the Fuel EH to auto add fuel when empty for a workaround.
Dec 7 2017
They're not designed to be reloaded in the field like an RPG7 for example, I believe that's why they are configured this way in-game.
Oct 23 2017
This might be of use when debugging, I've not had a chance to check it in-game as it's code I hacked out of an older mission. Just needs a marker placed on the centre of the map called marker1.
Oct 21 2017
Oct 16 2017
Oct 13 2017
Oct 11 2017
Possibly something in ACE for cookoff or whatnot? Can @jonpas give any insight?
Oct 9 2017
Oct 6 2017
On RC2 candidate / current dev (from last night)
Oct 4 2017
Oct 1 2017
If I remember correctly it works from the co pilot seat.
Sep 19 2017
May 21 2017
May 20 2017
Checking this morning, the issue only appears on Sarahni, possibly a terrain issue rather than vehicle issue.
May 19 2017
May 10 2017
May 8 2017
I forgot to make a ticket for this but noticed the same thing, using commandArtilleryFire
Feb 18 2017
Feb 3 2017
Jan 22 2017
Jan 16 2017
Looks like a duplicate of http://dev.cup-arma3.org/T1670
Dec 1 2016
Fixed: The reloading sound for the 12.7 mm HMG was missing
Nov 28 2016
Namalsk has custom building model that has same skeleton name as the above and causes this issue for any future people that find this ticket!
Nov 20 2016
Nov 19 2016
Nov 15 2016
A2 Penny, if it's not a CUP building, close it.
Nov 4 2016
Sep 19 2016
This is an issue with NI arms breaking a base class, issue logged here: https://github.com/toadie2k/NIArms/issues/41
Sep 9 2016
Jul 28 2016
May 16 2016
Apr 2 2016
Mar 27 2016
Mar 13 2016
Screenshot from MP. Seems changing object settings down to Low make this much more obvious.
Mar 7 2016
I've had someone else try and they can't reproduce this either but I'm 100% sure I've seen it, leave it open tonight and I'll try and work out what's going on.