panicsferd 25 Posted November 8, 2014 I need to know if it is at all possible to make it so that a CH-67 Huron is able to lift a CSAT Tempest (Device) truck. I am currently working on a mission where I would want to have it where the NATO forces with their CH-67 are able to then pick up the Tempest (Device) truck after their ground forces have secured the area. If you are going to tell me to use the "setMass" command I have already tried that and it seems like it doesn't want to work anymore (it did work in the development build when slingloading was first released on the DEV-build) and I have no idea what else I could use to make it so the CH-67 can lift that truck. In the init field of the truck I have this: device setMass [10,0.5] I hope I can get help and it is possible for that truck to be slingloaded; otherwise I will probably have to end up scrapping this mission. Share this post Link to post Share on other sites
iceman77 18 Posted November 8, 2014 Tempest init line this enableRopeAttach true; Not sure if that would work. Share this post Link to post Share on other sites
panicsferd 25 Posted November 8, 2014 Tempest init line this enableRopeAttach true; Not sure if that would work. I just tried that and it looks like that didn't work. Share this post Link to post Share on other sites
iceman77 18 Posted November 8, 2014 (edited) Shame =(. Is there not a new sling loading module where you can define vehicles (types) :confused: That would be nifty. note: If there's no way to do it, I'd start a request ticket. But it'd just be ignored haha Edited November 8, 2014 by Iceman77 Share this post Link to post Share on other sites
panicsferd 25 Posted November 9, 2014 (edited) Shame =(. Is there not a new sling loading module where you can define vehicles (types) :confused: That would be nifty.note: If there's no way to do it, I'd start a request ticket. But it'd just be ignored haha Yeah that is a shame, maybe I will have to end up making a request ticket if there isn't a way to do it. I did notice though that I think it may be tied to the vehicle type now instead of it's weight, like for instance during some testing I did "unitname setMass 10000" on a ATV and then it did not allow the AI or me to pick it up and when I put it back to "unitname setMass 250" on that same ATV it then allowed me and the AI to pick up the vehicle. When I did the same for the tempest truck (setting it's mass to 250) it still did not work and show up. Edited November 9, 2014 by Panicsferd new info Share this post Link to post Share on other sites
Tankbuster 1747 Posted November 9, 2014 Shame =(. Is there not a new sling loading module where you can define vehicles (types) :confused: That would be nifty.note: If there's no way to do it, I'd start a request ticket. But it'd just be ignored haha http://feedback.arma3.com/view.php?id=20911 What you want is doable in script. I've done it in my Domi edit which will be updated in a day or two. Share this post Link to post Share on other sites
tryteyker 28 Posted November 9, 2014 Tempest class seems to heavy to lift in general, regardless if it's the Device or Transport versions. SetMass is working, but not as you'd expect - 99999999999999999999 (infinite) is the lightest weight you can achieve, with 0 crashing the game and 1 being the heaviest. Test it by flying a helo and setmassing it to infinite. It'll go apeshit. But the joke here is, it all doesn't apply to vehicles, atleast not the Tempest. The max I could go with setMass was 999999, with 9999991 immediately 360999999595945945945 degree'ing the entire vehicle and shooting it off the map. As you'd expect 1 makes it rock solid. So yeah, look somewhere else, setMass isn't the command you're looking for. But it IS the command that apparently decides whether or not any helo can lift it. TL;DR Nothing ever applies to the Tempest, stop looking at setMass, 999999. EDIT: http://feedback.arma3.com/view.php?id=11764 Science. Share this post Link to post Share on other sites
panicsferd 25 Posted November 9, 2014 Tempest class seems to heavy to lift in general, regardless if it's the Device or Transport versions. SetMass is working, but not as you'd expect - 99999999999999999999 (infinite) is the lightest weight you can achieve, with 0 crashing the game and 1 being the heaviest. Test it by flying a helo and setmassing it to infinite. It'll go apeshit. But the joke here is, it all doesn't apply to vehicles, atleast not the Tempest. The max I could go with setMass was 999999, with 9999991 immediately 360999999595945945945 degree'ing the entire vehicle and shooting it off the map. As you'd expect 1 makes it rock solid. So yeah, look somewhere else, setMass isn't the command you're looking for. But it IS the command that apparently decides whether or not any helo can lift it. TL;DR Nothing ever applies to the Tempest, stop looking at setMass, 999999. EDIT: http://feedback.arma3.com/view.php?id=11764 Science. Do you happen to know of a way that I could possibly lift it then with scripting or is it the tempest truck itself is restricted? Share this post Link to post Share on other sites
Tankbuster 1747 Posted November 9, 2014 Do you happen to know of a way that I could possibly lift it then with scripting or is it the tempest truck itself is restricted? It is restricted in that the sling load assistant won't see it. But you can make the rope and set the mass yourself. _myrope = ropeCreate "[nameoflifthelicopter, "slingload0", vehicleiwanttolift, [0,0,0], 15]; will make a single, 15 long rope between the helicopter and truck. Once that's done, set the mass as described above and you should be able to lift it. Share this post Link to post Share on other sites
panicsferd 25 Posted November 9, 2014 (edited) It is restricted in that the sling load assistant won't see it.But you can make the rope and set the mass yourself. _myrope = ropeCreate "[nameoflifthelicopter, "slingload0", vehicleiwanttolift, [0,0,0], 15]; will make a single, 15 long rope between the helicopter and truck. Once that's done, set the mass as described above and you should be able to lift it. It looks like that works, now I will probably just have to tweak with my mission to see where I can put that command in so it gets roped at the right/correct time, I wonder is there a way to use this rope create to create four ropes and have them be on each corner/side of the truck? edit: I was able to tweak with the x,y,z inputs and was able to create it so it looks similar to how when you auto sling load something, so I guess thanks a lot for your help and now I can get going on my mission to make it work. Edited November 9, 2014 by Panicsferd it works Share this post Link to post Share on other sites
Tankbuster 1747 Posted November 9, 2014 It looks like that works, now I will probably just have to tweak with my mission to see where I can put that command in so it gets roped at the right/correct time, I wonder is there a way to use this rope create to create four ropes and have them be on each corner/side of the truck?edit: I was able to tweak with the x,y,z inputs and was able to create it so it looks similar to how when you auto sling load something, so I guess thanks a lot for your help and now I can get going on my mission to make it work. you're doing it right, or at least the same way I did it Share this post Link to post Share on other sites