nekokichi59 0 Posted February 18, 2016 Hi, First, thank you for made this script. Would you mind if I change this script and use it in the multiplayer mission? I will change only x-y-z positions. Share this post Link to post Share on other sites
shuko 59 Posted February 18, 2016 Hi, First, thank you for made this script. Would you mind if I change this script and use it in the multiplayer mission? I will change only x-y-z positions. You can do whatever you want with it. Share this post Link to post Share on other sites
UH60Lover 3 Posted February 19, 2016 ["CUP_B_MH60S_USMC",["DoorRB"],[[1.44,1.93,0.5]]], ["CUP_B_MH60S_FFV_USMC",["DoorRB"],[[1.44,1.93,0.5]]], ["CUP_B_UH60L_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_UH60L_FFV_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_UH60L_Unarmed_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_UH60L_Unarmed_FFV_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_UH60M_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_UH60M_FFV_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_UH60M_Unarmed_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_UH60M_Unarmed_FFV_US",["DoorRB"],[[1.44,1.93,0]]], ["CUP_B_CH53E_USMC",["DoorLB","DoorRB"],[[1,-8.2,-0.9],[-1,-8.2,-0.9]]], ["CUP_B_CH47F_GB",["DoorLB","DoorRB"],[[0.87,-7.5,-0.95],[-0.87,-7.5,-0.95]]], ["CUP_B_CH47F_USA",["DoorLB","DoorRB"],[[0.87,-7.5,-0.95],[-0.87,-7.5,-0.95]]], ["CUP_B_UH1Y_UNA_USMC",["DoorLB","DoorRB"],[[0.9,-3.6,-0.1],[-0.9,-3.6,-0.1]]], ["CUP_Merlin_HC3",["Door_R_source"],[[1.88,1.12,-0.23]]], ["CUP_Merlin_HC3_FFV",["Door_R_source"],[[1.88,1.12,-0.23]]], ["CUP_B_AW159_Unarmed_BAF",["DoorLB","DoorRB"],[[0.95,3,-0.9],[-0.95,3,-0.9]]], ["CUP_B_AW159_Armed_BAF",["DoorLB","DoorRB"],[[0.95,3,-0.9],[-0.95,3,-0.9]]], ["CUP_B_SA330_base",["DoorLB","DoorRB"],[[0.95,3,-0.9],[-0.95,3,-0.9]]], //Armed Forces of Russian Federation ["CUP_O_Mi24_V_RU",[],[[0.7,3.3,0],[-0.9,3.3,0]]], ["CUP_O_Mi24_P_RU",[],[[0.7,3.3,0],[-0.9,3.3,0]]], ["CUP_O_Mi8_RU",[],[[-1.3,5.3,-0.5]]], ["CUP_O_MI6T_RU",["DoorLB","DoorRB"],[[-1.5,2.6,-0.5],[-1.5,-4.2,-0.5]]], ["CUP_O_Mi24_D_TK",[],[[0.7,3.3,0],[-0.9,3.3,0]]], ["CUP_O_MI6T_TKA",["DoorLB","DoorRB"],[[-1.5,2.6,-0.5],[-1.5,-4.2,-0.5]]], ["CUP_O_Mi17_TK",[],[[-1.3,5.3,-0.5]]], I created my own coordinates if someone wants to use them, maybe my coordinates are better, themselves will try to judge :) Also I created the ropes for CH-53 and CH-47 on back of the ramp. ["CUP_B_CH53E_USMC",["DoorLB","DoorRB"],[[1,-8.2,-0.9],[-1,-8.2,-0.9]]], ["CUP_B_CH47F_USA",["DoorLB","DoorRB"],[[0.87,-7.5,-0.95],[-0.87,-7.5,-0.95]]], I like this one better because it utilizes all the CUP helos and the positions are good. Share this post Link to post Share on other sites
nekokichi59 0 Posted February 19, 2016 You can do whatever you want with it. I appreciate your kindness. Share this post Link to post Share on other sites
zafjr 50 Posted February 19, 2016 Would Rappeling (from buildings) be possible? :p 1 Share this post Link to post Share on other sites
Capt Childs 178 Posted February 22, 2016 Would Rappeling (from buildings) be possible? :P Haha! Oh my... +1 for this! Share this post Link to post Share on other sites
Tajin 349 Posted February 22, 2016 Would Rappeling (from buildings) be possible? :P Certainly. I'd say the biggest issue would be to get proper animations for it. It's even possible to attach soldiers directly to those ropes, in order to have proper rope-phyiscs when rappling. (I actually have a 90% complete script for that lying around that I was too lazy finishing – it still needs some MP-optimizations) Share this post Link to post Share on other sites
zafjr 50 Posted February 23, 2016 Sounds very promising. Doesnt even need to be controllable. Even if you just continually go down till you find ground with the same heli fast rope animation many would be happy with it. Id already settle for this even : I guess the hard part would be how to deal with slopes and rocks. Share this post Link to post Share on other sites
mrgwilliam 10 Posted February 23, 2016 The value for the RHS CH47F seems to be off, when I try it, it instantly kills the ATRQ ["RHS_CH_47F_base",[],[[0,-0.4,0]]], Does anyone know the correct value? Share this post Link to post Share on other sites
ka0s_ 4 Posted February 24, 2016 Great script, It is incorporated into all realism missions I make, somewhat works better than ZLT Fastrope (It's laggy, REALLY laggy), whereas this SHK is way more smooth. :) Share this post Link to post Share on other sites
Capt Childs 178 Posted February 28, 2016 Any chance some charitable fellow with smarts could work out the rope anchors for Konyo's Boeing/SOAR MH-47E (class: kyo_MH47E_HC) and SGT Fuller's USAF HH60G PaveHawk (class: USAF_HH60G)? Share this post Link to post Share on other sites
Ewalker38 2 Posted February 28, 2016 We have this running on our private server and public and works flawlessly. We had one small issue of getting caught of skids when applied to Mission enhanced little birds and got round it using this; _unit setPosATL [(_ropePos select 0),(_ropePos select 1),(_ropePos select 2)-3]; Thanks again. Share this post Link to post Share on other sites
mrgwilliam 10 Posted February 29, 2016 ["RHS_CH_47F_base",[],[[0.5,-7.75,-1], [-0.5,-7.75,-1]]], Is the correct values for the RHS_CH_47F, the one that currently comes with this is broken Share this post Link to post Share on other sites
dakaodo 52 Posted March 15, 2016 I recently tried to use the ACE fastrope, and was too script/mod-dumb to use it, so I'm sticking to this at least until I can figure out the ACE version. Shuko's version is sooo easy to use! shomu1, the CH-53 values are now correct. Rockfrog, I don't have that mod, but have you tried the CH-47 values below (which are spot on over the ramp), then modified them if they are not lined up the way you want? I like this one better because it utilizes all the CUP helos and the positions are good. My (much more efficient) list covers ALL the CUP helos (except the CH-53, which I missed the first time) in fewer script lines b/c I referred to all the base classes of helicopters with no redundancy. More importantly, this list refers to the base classes, which automatically covers all helicopters using these models for all factions (provided their parent classes are correctly specified). I don't know the first thing about modding factions and equipment, but I know that all CUP helicopters for factions TK, SLA, ChDKZ, CZ, RU, GER, and GB are all covered, in addition to USMC. I updated and double-checked all the contributions thus far for CUP (eliminated redundant individual entries) and MELB. Thanks to Xawery94 and lala14 for their help -- the rear ramp fastropes are spot-on. Several of these had to either suspend in midair or clip through the cabin floor, so I personally chose to have them clip through the floor and not hang in midair. Some of them were either outright mistakes the first time around, or else CUP changed some values. These CUP vehicles should be correct as of CUP Vehicles 1.2. The rope coordinates are in the spoiler, shuko. //Mission Enhanced Little Bird ["MELB_MH6M",[],[[1.2,0.8,-0.1],[-1.2,0.8,-0.1]]], ["CUP_MH60S_Base",["DoorRB"],[[1.44,1.93,0.5]]], ["CUP_Uh60_Base",["DoorRB"],[[1.46,1.93,-0.45]]], ["CUP_B_CH53E_USMC",["DoorLB","DoorRB"],[[1,-8.2,-0.8],[-1,-8.2,-0.8]]], ["CUP_CH47F_base",["DoorLB","DoorRB"],[[0.87,-7.5,-0.95],[-0.87,-7.5,-0.95]]], ["CUP_B_UH1Y_Base",["DoorLB","DoorRB"],[[0.9,-3.6,-0.1],[-0.9,-3.6,-0.1]]], ["CUP_UH1H_Base",["DoorLB","DoorRB"],[[1,2,-0.2],[-1,2,-0.2]]], ["CUP_Merlin_HC3_Base",["Door_R_source"],[[1.88,1.12,-0.23]]], ["CUP_AW159_Unarmed_Base",["DoorLB","DoorRB"],[[0.85,3,.28],[-0.85,3,.28]]], ["CUP_B_SA330_base",["DoorLB","DoorRB"],[[0.75,2,-0.6],[-0.75,2,-0.6]]], ["CUP_Mi24_Base",[],[[0.7,3,0],[-0.85,3,0]]], ["CUP_Mi8_base",[],[[-1.1,5,-.7]]], ["CUP_MI6A_Base",["DoorLB","DoorRB"],[[-1.5,2.6,-0.5],[-1.5,-4.2,-0.5]]], //HAFM NH90 ["NH90",["sideDoors1"],[[1.47,1.805,-0.02]]], //ADF ["ADFU_air_blackhawk_BASE",["Door_R"],[[1.44,1.93,0.3]]], Share this post Link to post Share on other sites
Jnr4817 215 Posted March 15, 2016 What would =kct=blackmamba CH-47F points be for fastrope? Thanks Share this post Link to post Share on other sites
dakaodo 52 Posted March 27, 2016 What would =kct=blackmamba CH-47F points be for fastrope? You'll have to look up that vehicle's classname in the config viewer, then create an entry for it in SHK_Fastrope.sqf Try copying and pasting either the RHS or CUP CH-47F entry, change the classname string, and play with the XYZ coordinate offsets. Unless blackmamba radically changed the model's coordinates, it will likely be at least vaguely close to the other Arma 2 ports. X moves the rope anchor point left/right, Y front/back, Z up/down. Share this post Link to post Share on other sites
twistedx 10 Posted April 14, 2016 Shuko love the script. Added it to our exile server. What about Spy Rigging? If you dont know what that is here is a clip Can we add this to the already existing script? Share this post Link to post Share on other sites
twistedx 10 Posted April 14, 2016 Also with exile your script wont work as an #include in the initplayerlocal. We had to get very creative in how its executed to get it to fire. We did end up getting it to fire but it might not be the best way. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted April 18, 2016 Does anyone have a working version of this with 3CB choppers? I'm thinking the Merlin transport specifically. I'd really appreciate help on that. Or do you think it would work anyway? I don't care if the ropes look out of place. Just need it to get me and my AI down. And also, is this dedicated server compatible? EDIT: Ah, I see a few pages back this script is having issues on servers and that rope position does matter. Share this post Link to post Share on other sites
shuko 59 Posted April 19, 2016 Can we add this to the already existing script? You can do whatever you want with the script. I doubt I will do anything more with it. Share this post Link to post Share on other sites
taro8 806 Posted May 15, 2016 Just a small issue I noticed. If you fastrope into the water: you will start at water level (not at helicopter) and you will fastrope all the way to the bottom. Would be nice if there was a check that stop fastrope at 0m ASL. Other then that it would be nice to have an option for some line holders so ropes dont just float. Share this post Link to post Share on other sites
Komander 0 Posted June 1, 2016 Awsome it works great for me! Share this post Link to post Share on other sites
KeyCat 131 Posted October 12, 2016 Anyone else having problem getting this to work in A3 1.64, the action menu doesn't show up? Worked great in A3 1.60. /KC Share this post Link to post Share on other sites
dystopian 25 Posted December 6, 2016 Excuse me for being retarded. But is this supposed to be plug an play? I did what was stated. Nothing pops up to throw ropes or anything do I need to put in specific init commands for units or triggers in game? Share this post Link to post Share on other sites
Knight81 7 Posted February 2, 2018 I have adapted the script a bit so it work's also with the doors of HAFM NH90 Helicopters. You have to add also _heli animate [_x, 1]; into the code. Btw: These are my values for the NH90. ["BW_NH90",["sideDoors1"],[[1.4,1.8,0.1],[-1.2,1.8,0.1]]], //NH90 Transport (Bundeswehr), @ both side doors ["BW_NH90Armed",["cargoDoor"],[[1.0,-2,-1.55],[-0.95,-2,-1.55]]] //NH90 Armed (Bundeswehr), @ cargo door I also added some sound effects for ropes up, ropes down and fast roping. Works pretty well. Let me know if you are interested in it. 1 Share this post Link to post Share on other sites