islesfan186 83 Posted May 14, 2017 Is there a way to add the deploy sling rope action to the pilot seat in the CUP CH-53E? Right now it's only available when switching to the co pilot seat, and then the AI pilot wants to land and...well, bad things happen lol. Is there something I can put maybe in the init line of the unit to allow the pilot to have the deploy rope action? Share this post Link to post Share on other sites
jimbob6661 20 Posted June 7, 2017 On 11/6/2016 at 8:22 PM, duda123 said: Heavy lifting only works for vehicles that can normally lift 5000kg or more. Might be that the blackfish doesn't have a lift capability predefined, so it defaults to 4000kg. You can allow more vehicles to do heavy lifting by changing this variable in your init.sqf file. Try setting it to 1000kg (which means that any vehicle able to lift more than 1000kg will be allowed to do heavy lifting) ASL_HEAVY_LIFTING_MIN_LIFT_OVERRIDE = 1000; I've tried this, in many ways, and still cannot get it to work. I've gone as far as setting this to 0 in the init and the main script and cannot get an Orca to pick up a Qilin... EDIT: We can't pick up anything with a Huron or anything else for that matter. default script/mod/however, this is the sole reason I attempted overrides to begin with. Share this post Link to post Share on other sites
Whiplash174 4 Posted August 9, 2017 I've used the search feature on this thread so I don't think its asked before but... Can I use this mod and give commands to AI to do sling loading using the Zeus module? Share this post Link to post Share on other sites
O.Languedoc 67 Posted October 4, 2017 On 6/24/2016 at 9:21 PM, duda123 said: v2.0.3 Released Adjusting sling load mount points for all helicopters. Fixes sling load mount point issues with most CUPS and RHS helicopters. Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 GitHub: https://github.com/sethduda/AdvancedSlingLoading/releases/tag/2.0.3 Hi duda, How do you adjust the point for specific helicopters. I am working an helo and my ropes appearing inside the chopper instead of under. What memory point do you use? Is there any documentation like for advanced rapelling with helos? Share this post Link to post Share on other sites
duda123 1341 Posted October 4, 2017 12 hours ago, O.Languedoc said: Hi duda, How do you adjust the point for specific helicopters. I am working an helo and my ropes appearing inside the chopper instead of under. What memory point do you use? Is there any documentation like for advanced rapelling with helos? It doesnt use memory points. The attachment points are determined on the fly using line intersect methods to find the bottom of the heli. Searches from under the heli to to above the heli: _surfaces = lineIntersectsSurfaces [_surfaceIntersectStartASL, _surfaceIntersectEndASL, objNull, objNull, true, 100]; 2 Share this post Link to post Share on other sites
ab_luca 24 Posted October 5, 2017 Hello, this is a request\suggestion :) ...is it possible to set the default arma 3 keyHeliRopeAction to release the cargo? because in the scroll menu the command for release is in the bottom of the list and sometimes makes hard to not crash while finding it. thak you goodbye!!! Share this post Link to post Share on other sites
psrkallez06 7 Posted January 27, 2018 Thanks for this! Does anyone know how i can change the "weight" limit of certain vehicles? For example let's say that i wanted the hummingbird to be able to lift a tank. What do i need to change for that? Thanks! Share this post Link to post Share on other sites
robert31178 100 Posted January 28, 2018 "......let's say that i wanted the hummingbird to be able to lift a tank. What do i need to change for that? " Um, the Hummingbird lol..... Share this post Link to post Share on other sites
bloodwyn1756 130 Posted January 28, 2018 Not sure how this mod works, but you could try to lower the tanks weight to ~200kg. This works in vanilla. At least with trucks. Share this post Link to post Share on other sites
duda123 1341 Posted January 29, 2018 On 1/27/2018 at 3:38 PM, psrkallez06 said: Thanks for this! Does anyone know how i can change the "weight" limit of certain vehicles? For example let's say that i wanted the hummingbird to be able to lift a tank. What do i need to change for that? Thanks! Add this to your init.sqf file: ASL_HEAVY_LIFTING_MIN_LIFT_OVERRIDE = 0; Share this post Link to post Share on other sites
Rockapes 103 Posted April 18, 2018 Hey @duda123 Love this mod as all of yours but having a problem recently on dedicated server where after dieing and respawning players no longer get the option to deploy ropes. Any suggestions where I should look? Thanks in advance Share this post Link to post Share on other sites
madpat3 29 Posted May 2, 2018 On 16.7.2016 at 5:30 PM, duda123 said: Yes, but you have to change the source. Here's an example: https://github.com/sethduda/AdvancedSlingLoading/pull/10/files The 3 numbers are the number of meters to move the attachment points (up or down) from the original attachment position (front, middle, rear points). Most helis don't need adjustments, but some do. i tried it that way, and lowered the attachement points. but the ropes still spawn inside the heli, although the ancor point is now far below the hull. i think the reason for this behaviour is, that the spawn direction of the ropes is inverted. so normally the ropes spread from the attachment point in downward direction. but in this case, for that type of helicopter, it spreads upwards, into the cabine of the helicopter. is there a way to invert the spawn direction? Normal Inverted Share this post Link to post Share on other sites
golas 36 Posted May 2, 2018 One thing that should be done - adding keybind for relase all rope on case of emergency 1 Share this post Link to post Share on other sites
madpat3 29 Posted May 25, 2018 ever thought about making your advanced mods (-slingloading, -rappelling, -urban rappelling, -towing) ace-compatible? so that when ace is loaded, they can be selected via ace-(self-)interaction menu? Information to this feature Share this post Link to post Share on other sites
Jnr4817 215 Posted September 15, 2018 Having issues using towing and sling loading on the USS Freedom and USS Liberty. Sling loading, it wont allow to pick up ropes on the ships for sling loading. Towing it works sometimes. Thanks Share this post Link to post Share on other sites
Devastator_cm 434 Posted October 14, 2018 is the mod broken at the moment? I am not able to sling load at dedicated server although it works fine in SP. The action menu to release ropes by chinehook is not showing how many I want and not acting properly. Anybody experienced such case? Share this post Link to post Share on other sites
madpat3 29 Posted December 5, 2018 yes, we have that issue, too. all of the advanced mods don't work on dedicated. exception is for "advanced_urban_rappelling". this works at least, when loaded as client/server (not working as server-only-loaded mod). Share this post Link to post Share on other sites
Nichols 243 Posted December 5, 2018 @madpat3 I haven't noticed this as a problem with our dedicated box. What exactly is the problem? Maybe I am overlooking something. Share this post Link to post Share on other sites
madpat3 29 Posted December 6, 2018 server is running and in the serverlist of your game, but you cannot connect. say's: session canceled or s.th. Share this post Link to post Share on other sites
Endiasz 0 Posted August 28, 2019 Is there any way to acces option of sling loading only as Pilot /Co Pilot and other slots turn off this option> Share this post Link to post Share on other sites
Devastator_cm 434 Posted September 29, 2019 anybody figureed out how to make this mod running again? Share this post Link to post Share on other sites
anfo 118 Posted November 2, 2019 Had the script running running no issue here a couple of days ago. I was trying to find a way to limit use to certain player UID's, but couldn't figure it out. At least I could attach and carry loads with no issue. Share this post Link to post Share on other sites
Capt Childs 178 Posted November 3, 2019 Agreed. People keep talking about this mod not working/when will it be fixed, however, it works fine for us - no issues. Has never 'not worked'. We've got like 80 mods in our standard line too 😂 Share this post Link to post Share on other sites