deltagamer 612 Posted September 12, 2014 (edited) Hi there, this thread is for discussing the new rope feature that has recently been released in the current dev build. Please refer to the mentioned topics below for what this thread will primarily discuss. If you wish to discuss the new Sling Loading Feature then head over to the Sling Loading Feature Thread. There are new scripts that are included in the new dev build that allows you to use the new rope to its fullest, here is the link to the Development Branch ChangeLog for more info. Topics: - Usability of the new rope - General discussion of the feature - Multiplayer issues encountered - Abilities the rope adds to the game I'm sure all your feedback will be appreciated by the developers. Thanks -------- Rope Commands -------- Provided by Greenfist These may or may not be accurate. rope = ropeCreate [fromObject, [frompoint], toObject, [toPoint], (length), ([ropeStart, downDir]), ([ropeEnd, downdir])] rope: rope's name Objects are objects. Points are relative positions to object's position [x,y,z]. No idea about the ropestart/end and downdirs. They are optional. ropeDestroy rope Destroy a rope. ropeUnwind [Rope, Speed, targetLength, Relative] targetLength in meters. Speed in m/s probably. the Relative is true/false. If it's true the target length is added to current length of the rope. The default is false. boolean = ropeUnwound rope Check if the winding is finished. [position] = ropeEndPosition rope Returns the rope's end position. length = ropeLength rope Returns the rope's length. object ropeDetach rope Detaches the rope from attached object. [attachedobjects] = ropeAttachedObjects vehicle Returns the objects attached to the vehicle. vehicle = ropeAttachedTo object On what vehicle is the object hanging from? [object, [toPoint], [ropeEndDownDir]] ropeAttachTo rope Attach a previously created rope to the object. ropeEndDownDir optional. Still don't know what it does. [RopesOntheVehicle] = ropes vehicle Returns all ropes attached to a vehicle. ropeCut [rope, distance] Cut the rope at certain distance from the vehicle. boolean = vehicle canSlingLoad object Can the vehicle sling load an object? vehicle setSlingLoad object Sling loads the object to the vehicle. The same way you would do it normally; 4 ropes, default lengths etc. object = getSlingLoad vehicle What object is currently hanging from the vehicle? Event handler "RopeAttach". Add to the vehicle. Arguments 0:vehicle 1:rope 2:load when an object gets attached. Event handler "RopeBreak". Same as above. Triggers when the load breaks loose. Edited October 7, 2014 by deltagamer Share this post Link to post Share on other sites
lappihuan 178 Posted September 12, 2014 I would love to see the new ropes used on parachutes! But i think this would require the Man class to support PhysX.. Share this post Link to post Share on other sites
das attorney 858 Posted September 12, 2014 Things I'd like to see: Towing vehicles (only looks like the brakes are an issue). Hang dead people from trees Rappelling Climbing @Lappihuan - nice idea :) Share this post Link to post Share on other sites
DancZer 65 Posted September 12, 2014 I would love to see the new ropes used on parachutes!But i think this would require the Man class to support PhysX.. this please! The current parachute is a weak point of the engine. Sometime when i try to land on the hill i slide down to the valley. :D well, it isn't that funny :) Share this post Link to post Share on other sites
deltagamer 612 Posted September 12, 2014 @Das Attorney In the sling loading thread apparently Jonzie figured a way around the problem, It might be a good idea to ask how Jonzie did it. I did the same thing today, I removed the brakes off the car and it worked fine but the rope acted more like elastic then rope but I hope that this will be fixed Share this post Link to post Share on other sites
das attorney 858 Posted September 12, 2014 A couple of people have asked him but he didn't get back to them. Not sure if he was making it up. If you get an AI to tow you in a vehicle and then quickly start the engine then switch it off, you will freewheel along. I haven't worked out how to get the AI to release the brakes or how to tow empty vehicles (not that it would work well anyway as there would be no-one to steer it ). Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted September 12, 2014 A couple of people have asked him but he didn't get back to them. Not sure if he was making it up.If you get an AI to tow you in a vehicle and then quickly start the engine then switch it off, you will freewheel along. I haven't worked out how to get the AI to release the brakes or how to tow empty vehicles (not that it would work well anyway as there would be no-one to steer it ). From what I've done, towing is a challenge because of the following. Weight of the tow vehicle, visual integrity, and effective application. First off, I used the Tempest Device because it was heavy enough to no tip over when towing an offroad. Second, when towing the off-road I made sure that the front wheels were off the ground. And lastly, it was a simple script to attach to objects via. ropeCreate. It worked fine, but if we want anything towed to look like it's being well... Towed, I suggest BIS or a modder add in an official Tow Truck with a towing arm on the back in which the rope can be attached, so that it can lift the front wheels of the towed vehicle from the ground. Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 12, 2014 From what I've done, towing is a challenge because of the following. Weight of the tow vehicle, visual integrity, and effective application.First off, I used the Tempest Device because it was heavy enough to no tip over when towing an offroad. Second, when towing the off-road I made sure that the front wheels were off the ground. And lastly, it was a simple script to attach to objects via. ropeCreate. It worked fine, but if we want anything towed to look like it's being well... Towed, I suggest BIS or a modder add in an official Tow Truck with a towing arm on the back in which the rope can be attached, so that it can lift the front wheels of the towed vehicle from the ground. For testing purpose I can send you a config for an offroad which has no brakes at all. Share this post Link to post Share on other sites
lordheart 1 Posted September 12, 2014 If I understand it correctly, there is a config entry for an auto braking speed. I created a issue on the tracker for a scripting function to disable it. http://feedback.arma3.com/view.php?id=20708 Share this post Link to post Share on other sites
das attorney 858 Posted September 12, 2014 Good thinking about lifting front wheels off ground, I hadn't thought of that. This seems to work okay for a Panther (c1) and Hatchback (c2). It looks like shit though and the rear wheels are still locked up. ropeA = ropeCreate [c1,[0,-6,0],c2,[0,2,-1],1.3]; BTW: Just a note, if you attach a rope from an object to itself, then the game freezes/crashes. CRASH = ropeCreate [c1,[0,-6,0],c1,[0,2,-1],1.3]; Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 12, 2014 (edited) If I understand it correctly, there is a config entry for an auto braking speed. I created a issue on the tracker for a scripting function to disable it. http://feedback.arma3.com/view.php?id=20708 This happens only if engine is not running. Try starting the engine, than eject, and try towing again. Here's the Offroad w/o brakes: https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/%40RPA_NoBrakeOffroad.rar Edit: now without brakeIdleSpeed. Maybe it works now without having the engine running. Edited September 12, 2014 by RedPhoenix Share this post Link to post Share on other sites
Flax 397 Posted September 12, 2014 Nice one Phoenix - I'll give that a try later see what we can get out of it. Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 12, 2014 Makes no difference if the engine is running or not, wheels are locked nevertheless. Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 12, 2014 Makes no difference if the engine is running or not, wheels are locked nevertheless. Have you tested with or without my mod? Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 12, 2014 (edited) Have you tested with or without my mod? Ah sorry, vanilla. Your's works regarding the brakes, but as the Offroad is 4WD (?) the front wheels try to spin in the opposite direction thus causing the Offroad to "jerk" forwards when towed. edit: ropeCreate [AMV,[0,-4.6,-0.2],offroad,[0,2.6,-1],2] And the result is this: When you create a 1m long rope, the front wheels are in the air and the offroad comes along nicely. Edited September 12, 2014 by CaptainObvious Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 12, 2014 Try creating a longer rope or try pulling with an Offroad. The effect in your video probably happens because the angle between upper and lower joint is too sharp. Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 12, 2014 (edited) Try creating a longer rope or try pulling with an Offroad. The effect in your video probably happens because the angle between upper and lower joint is too sharp. Longer ropes cause a similar effect as towing a car that is braking, the tail lifts in the air as the front wheels turn into the wrong direction, also longer ropes have the down side if the towed car wandering from side to side and crashing into things. edit: Edited September 12, 2014 by CaptainObvious Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 12, 2014 Mhhh... Strange, that's some weird behaviour. Share this post Link to post Share on other sites
blackpixxel 53 Posted September 12, 2014 But shouldn't there always be a driver in the second car to controll the direction of the vehicle? Otherwise it won't work in reality too. Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 12, 2014 But shouldn't there always be a driver in the second car to controll the direction of the vehicle? Otherwise it won't work in reality too. One could try that, and I think that would work. Share this post Link to post Share on other sites
CaptainObvious 95 Posted September 12, 2014 But shouldn't there always be a driver in the second car to controll the direction of the vehicle? Otherwise it won't work in reality too. Yes, especially when towing with ropes instead of booms, but it'd be nice to be able to do that by yourself too without the towed car bouncing all over the place. Share this post Link to post Share on other sites
DancZer 65 Posted September 12, 2014 Can you attach/create multiple ropes to the same positions? This would make the rope "stronger". Share this post Link to post Share on other sites
das attorney 858 Posted September 12, 2014 One could try that, and I think that would work. Yes it does work (with some caveats). Share this post Link to post Share on other sites
deltagamer 612 Posted September 12, 2014 (edited) Can the vehicle still be pulled by another vehicle with a player in it when the player is inside the vehicle that is being towed? Edited September 12, 2014 by deltagamer Share this post Link to post Share on other sites
dezkit 28 Posted September 12, 2014 Can somebody confirm if a rope endpoint mem point can be animated through cfgmodel Share this post Link to post Share on other sites