duda123 1341 Posted March 12, 2016 Thank you for the clarification, works great! @munger: I tried towing the arty piece with a M113, Hemet, T-72 and M1a1 from RHS and it wouldn't let me attach, said to find a bigger vehicle o.0 What's the class hierarchy for the object? Share this post Link to post Share on other sites
Guest Posted March 12, 2016 Release frontpaged on the Armaholic homepage. Advanced Towing v1.1 Share this post Link to post Share on other sites
sonsalt6 105 Posted March 12, 2016 Updated mod v0.10 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
accuracythruvolume 547 Posted March 12, 2016 What's the class hierarchy for the object? It's the M119A2 from RHS, classname I believe is RHS_M119_WD Share this post Link to post Share on other sites
duda123 1341 Posted March 13, 2016 Can you try adding this to your mission's init.sqf file and see how towing works? SA_TOW_RULES_OVERRIDE = [ ["AllVehicles", "CAN_TOW", "RHS_M119_WD"]]; However, I don't see that class listed here: http://class.rhsmods.org/rhsafrf/CfgVehicles.html Share this post Link to post Share on other sites
sonsalt6 105 Posted March 13, 2016 Updated mod v0.11 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
arniegames4u 10 Posted March 13, 2016 Awesome mod! Does this install like advanced sling loading to an mp server? I.e. Server side only? Share this post Link to post Share on other sites
Guest Posted March 13, 2016 Armaholic mirror updated! Advanced Towing v1.11 Share this post Link to post Share on other sites
duda123 1341 Posted March 13, 2016 Awesome mod! Does this install like advanced sling loading to an mp server? I.e. Server side only? Yes, same Share this post Link to post Share on other sites
accuracythruvolume 547 Posted March 13, 2016 Can you try adding this to your mission's init.sqf file and see how towing works? SA_TOW_RULES_OVERRIDE = [ ["AllVehicles", "CAN_TOW", "RHS_M119_WD"]]; However, I don't see that class listed here: http://class.rhsmods.org/rhsafrf/CfgVehicles.html From the config viewer: configfile >> "CfgVehicles" >> "RHS_M119_WD" ["RHS_M119_base","StaticCannon","StaticWeapon","LandVehicle","Land","AllVehicles","All"] Tried the override.. still no worky. The override gets declared before the .sqf call in init right?? Share this post Link to post Share on other sites
domokun 515 Posted March 13, 2016 You'd have to calculate the simulated force applied on the rope. It can get complicated. (e.g. the force is going to be less if the cargo is off to the side vs directly behind you) Probably want to calculate the acceleration of the vehicle, and then take the mass of both vehicles into account plus the angle of the rope. I guessed something like that. It just bugs me when I see sling loads swinging like pendulums under helicopters with no risk to the cable and/or helicopter. Its like cables are made of the strongest material known to man and momentum disappears. But hey this is definitely a start in the right direction. I think it really expands missions, vehicle recovery, re-supply, repairs, etc. Share this post Link to post Share on other sites
SagJangi 12 Posted March 14, 2016 I agree - it's possible, but I'm not sure by default I want to require all players to carry something. However, if you want to do this, I can definitely add some hooks into the code base to assist. For instance, I could set it up to call some function (which the mission maker can override) to check if ropes can be deployed from a vehicle. hmmm... its just a rope, and a hook. thats hooked to hookie thingies... no wrench needed. I believe what you ask for is for a mission maker, or custom mod to do. I agree - it's possible, but I'm not sure by default I want to require all players to carry something. However, if you want to do this, I can definitely add some hooks into the code base to assist. For instance, I could set it up to call some function (which the mission maker can override) to check if ropes can be deployed from a vehicle. An option for the MM to define which object would be great. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 15, 2016 Hey, nice system. Is there a vid anywhere of it being used in a MP session? Share this post Link to post Share on other sites
duda123 1341 Posted March 15, 2016 I don't have one. However, I can tell you from my testing it looks and works exactly the same with one difference: if you're watching someone tow something, the thing being towed is not as smooth. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 18, 2016 I don't have one. However, I can tell you from my testing it looks and works exactly the same with one difference: if you're watching someone tow something, the thing being towed is not as smooth. thanks Share this post Link to post Share on other sites
duda123 1341 Posted March 21, 2016 Release v1.2 of Advanced Towing Latest version can be found on steam or here: https://github.com/sethduda/AdvancedTowing/tree/1.2 Fixed issue with towing vehicles over objects (e.g. bridges and docks) Vehicles no longer float on water when towed over water. Disabled vehicle "chaining" by default. You can enable this feature again by setting SA_TOW_CHAINS_ENABLED to true in your init.sqf file. Share this post Link to post Share on other sites
miller 49 Posted March 21, 2016 Thanks duda123 :)ArmA3.de Mirror updated: Advanced Towing by duda123 (v1.2)Kind regardsMiller Share this post Link to post Share on other sites
Guest Posted March 21, 2016 Release frontpaged on the Armaholic homepage. Advanced Towing v1.2 Share this post Link to post Share on other sites
kecharles28 197 Posted March 21, 2016 Updated mod v0.12 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
duda123 1341 Posted March 21, 2016 Can you add the ability to turn the equipment? _car setVectorUp [0,0,1]; Or attach the cable at different points.Now it is impossible to turn the car and put it back on its wheels. You want a way to flip a vehicle? Share this post Link to post Share on other sites
duda123 1341 Posted March 21, 2016 New version of Advanced Towing published. Find it on steam or here: https://github.com/sethduda/AdvancedTowing/tree/1.2.1 Changes: Fixed issue causing vehicles to fly in the air when towed (bug introduced in v1.2) Share this post Link to post Share on other sites
Guest Posted March 21, 2016 Release frontpaged on the Armaholic homepage. Advanced Towing v1.2.1 Share this post Link to post Share on other sites
lolkij 21 Posted March 21, 2016 Vehicles no longer float on water when towed over water. Some vehicles is still floating. More precisely, they ride on the water) And now I can't flip upturned vehicles while towing. I noticed this feature in the first version of the script. Share this post Link to post Share on other sites
kecharles28 197 Posted March 22, 2016 Updated mod v0.13 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
kecharles28 197 Posted March 27, 2016 Updated mod v0.14 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites