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lightspeed_aust

Fast rope A3, is there a good mp script?

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I've seen a couple of threads here n there but they seem to be old or faulty. Anyone got a current working version which they use for coop dedicated server missions?

Thanx

Lighty

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I've seen a couple of threads here n there but they seem to be old or faulty. Anyone got a current working version which they use for coop dedicated server missions?

Thanx

Lighty

Zealots is the only one I've seen that works consistently.

http://www.armaholic.com/page.php?id=23961

One thing I wasn't satisfied with it for MP, since any occupant of the vehicle could interact with the ropes. This resulted in many accidents where 2-3 people were roping down and the next guy accidentally or intentionally cut the ropes instead of roping, resulting in a few deaths.

As result, did a couple tweaks so only pilot can cut/deploy the ropes.

https://www.dropbox.com/s/flm3it8hein47oo/zlt_fastrope.sqf?dl=0

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Thanx mate will try your variation out.

Are the ropes automatically in the chopper or do I heed to add those?

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The ropes are created bythe script on the addAction call.

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yea, good script, watch the height, I believe you need 30 or so meters off target or they crash heli. May be someone could look into that.

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yea, good script, watch the height, I believe you need 30 or so meters off target or they crash heli. May be someone could look into that.

I remember that being an issue, but I think it was fixed, don't quote me on that though.

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Well I tried the sample missions and the AI controlled chopper flew away when the men were halfway down rope and they all fell to horrible deaths!!

Any fixes for that behaviour?

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Well I tried the sample missions and the AI controlled chopper flew away when the men were halfway down rope and they all fell to horrible deaths!!

Any fixes for that behaviour?

for these I usually have timeout max/mod/min set to 45-60 secs at waypoint you want to drop fast ropes, I also place the heli in careless and put allowfleeing 0; in the units init box. that timeout should hold the heli there long enough for everyone to drop then I usually have deletevehicle in next waypoint for heli.

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Hmm, still not working for me despite trying a few tweaks. As soon as all the men are on the rope, chopper starts to move out. It's quite horrific to watch them all fall to certain death.

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If your using waypoints for both the group and the helicopter make sure that they are synced, so the transport unload (or whatever it is) with the get out (or blah) for the infantry is synced up, or at least I think that would work.

And if not, this may set you on the right path for either an answer to your question or a better question:

- Added limited support of AI units fastroping. AI Members of the players team will fastrope after the leader. (Players still need to select "Fastrope" from the menu themselves)

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i noticed in the original BIS thread, no one could solve the AI pilot issue.

basically, as far as i can tell the pilot thinks he's free to move to next waypoint as soon as all the men are out of the chopper and on the rope.

we need him to wait 30-45 seconds but i have tried everything and can't get it to work.

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How about disabling his "move" ai ?

Alternately you could run a loop that locks the chopper in place with setVelocity and setVectorUp for the required duration.

Just don't forget to check the vitals of the chopper while the loop runs. (pilot alive, rotordamage, fuel, overall damage, isEngineOn, ...)

I'll probably make my own variant, once the rope commands are available on stable.

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i noticed in the original BIS thread, no one could solve the AI pilot issue.

basically, as far as i can tell the pilot thinks he's free to move to next waypoint as soon as all the men are out of the chopper and on the rope.

we need him to wait 30-45 seconds but i have tried everything and can't get it to work.

thats weird. I usually have this allowfleeing 0; in heli init box, set to careless on waypoint, set timeout to 45 for min/mod/max, that usually holds the heli for units to fast rope, next waypoint I just use deletevehicle and crew in act line.

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Was there ever a resolution to this?  I have been playing with the script, through my limited ability, and cannot seem to get the AI to complete roping in.  Four or five of them get out on the ropes before the helicopter decides to take off to the next WP, dumping the AI on the ropes to the ground and their deaths.  I have tried disabling the AI MOVE to no avail.  I have tried setting the way point to be a hold way point with a switch trigger to send it on it's way but then the ai never begin roping at all and if the switch trigger is activated the heli simply flies to the next way point without the ai roping.  I am simply playing with the demo mission that is included with the script and using an added player to observe the AI roping in.  I am becoming very frustrated as the mission I had in mind involves a few squads of ai infantry fast roping into the AO.  Any help would be greatly appreciated. 

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