Arma 3
[CYTECH] Core Assets And Functions
Axios.exe  [developer] 1 Mar, 2022 @ 12:55am
Cytech Bugs
Bug report form:

If you find any bug on an asset or the terrain please report it to us so we can do our best for the public release.
To make fixing bugs easier please provide us information on what kinda issue you found.

1. Bug Image "Screen Shot / short clip"
// so we can directly see what's going wrong
2. Location where you found the bug - "getPos Player" in debug console will give us a perfect location info
// you need to place a player close to the location you want to report
3. Kind of object "cursor object" in debug console will give us the necessary object info.
// you need to place a player and look at the Asset that got an issue
4. Info Text
// anything that you want to tell us 

Fixed Bugs will be removed. Bugs not related to the mod will also be removed as we do not control other mods.
Last edited by Axios.exe; 1 Mar, 2022 @ 12:56am
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Showing 1-6 of 6 comments
NorX Aengell 1 Mar, 2022 @ 12:28pm 
There seem to have a typo in the "Exo Soldier Helmet Sand MK1" wich should be
"Exo Soldier Helmet 04 Sand MK1". Or its the other two who have a typo and need to have the "04" removed :).

And if a can suggest maybe rename the helmet to be more in line with what is his specification.

At first when I haven't tested their nvg I have thought "wth their MK1-2-3 it's the same model and the same carac". For me Mark I - II - III is labelled for evolution or enhanced equipement, not juste a thermal added...At least MK I to II for the TI added to NVG... but not MK II to III for juste a swap TI.

Maybe it could be more acurate to have :

In place of
Exo Soldier Helmet Black (MK1)
have
Exo Soldier Helmet Black (NVG) Or
Exo Soldier Helmet Black MK I

In place of
Exo Soldier Helmet Black (MK2)
have
Exo Soldier Helmet Black (TIW) (for Thermal Imagery White) Or
Exo Soldier Helmet Black MK2 (TIW)

In place of
Exo Soldier Helmet Black (MK3)
have
Exo Soldier Helmet Black (TIB) (for Thermal Imagery Black) Or
Exo Soldier Helmet Black MK2 (TIB)


So its the MK1 with NVG and MK2 wih TI Black or White added...

Just some thougth...
Really nice work by the way :).

Excuse my english i'm not a native :).
C.Ritter  [developer] 6 Mar, 2022 @ 7:05am 
Originally posted by NorX Aengell:
There seem to have a typo in the "Exo Soldier Helmet Sand MK1" wich should be
"Exo Soldier Helmet 04 Sand MK1". Or its the other two who have a typo and need to have the "04" removed :).

And if a can suggest maybe rename the helmet to be more in line with what is his specification.

At first when I haven't tested their nvg I have thought "wth their MK1-2-3 it's the same model and the same carac". For me Mark I - II - III is labelled for evolution or enhanced equipement, not juste a thermal added...At least MK I to II for the TI added to NVG... but not MK II to III for juste a swap TI.

Maybe it could be more acurate to have :

In place of
Exo Soldier Helmet Black (MK1)
have
Exo Soldier Helmet Black (NVG) Or
Exo Soldier Helmet Black MK I

In place of
Exo Soldier Helmet Black (MK2)
have
Exo Soldier Helmet Black (TIW) (for Thermal Imagery White) Or
Exo Soldier Helmet Black MK2 (TIW)

In place of
Exo Soldier Helmet Black (MK3)
have
Exo Soldier Helmet Black (TIB) (for Thermal Imagery Black) Or
Exo Soldier Helmet Black MK2 (TIB)


So its the MK1 with NVG and MK2 wih TI Black or White added...

Just some thougth...
Really nice work by the way :).

Excuse my english i'm not a native :).

Hi, good suggestion. First of all, we'll have the correct color naming in the next update, I'll bring it up about specifying what each is for, for example, TIW or other callings.
hawkbat05 10 May, 2022 @ 12:14pm 
Hi,

My gaming group is running into an issue with Cytech Core Assets and Underground Map. When these mods are loaded ACRE2 fails to initialize properly for all clients, but the self hosted MP server ACRE2 works fine. This occurs on ANY map, including the originals (Altis and Stratis) on default Escape maps. Simply having these in the active mod list breaks ACRE2.

I've reported this as a bug to to the ACRE2 devs and their current belief is that Cytech is interfering with CBA, which in turn causes ACRE2 to fail to synchronize the clients with the server.

Full details and their findings are here: https://github.com/IDI-Systems/acre2/issues/1203

We really love the map and assets and hope this can be fixed. Thanks!
Last edited by hawkbat05; 10 May, 2022 @ 12:19pm
racercowan 5 Nov, 2022 @ 11:54am 
Cytech Core Assets appears to be causing some sort of issue with a local MP server which has a capturable sector. With literally nothing other than Vanilla ARMA and only the Cytech Core Assets installed, trying to play a map in MP from the eden editor will not move past the loading screen in a map with:
  • 1 BLUFOR (player) and 1 Independant
  • 1 BLUFOR respawn point
  • 1 sector, connected to 1 BLUFOR logic node and 1 Independent logic node

If I delete the sector then it loads fine. If I disable the Cytech Core Assests mod it works fine. If I have Cytech Core Assets enabled and try running a map with a sector as MP from the eden editor, the loading screen never stops.
NuclearRacc00n 19 Dec, 2022 @ 6:28pm 
Hi, I know another person on reported this, but I want to confirm that Cytech Core Assets is causing ACRE 2 to not initialize properly (IE no can hear one another).

I love the Assets you have and hope you can find a fix soon.
honger 28 Aug, 2023 @ 11:13am 
"cyt_ledge2_large.p3d" seems to have no geometry and player will sink in it. Noticed on Cytech Underground map at [3371.1,5661.65,-0.0704397].
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