CrazyCorky 463 Posted July 2, 2016 I read through this forum and I just wanted to double check. For MP servers this only needs to be on server side correct? Share this post Link to post Share on other sites
duda123 1341 Posted July 2, 2016 I read through this forum and I just wanted to double check. For MP servers this only needs to be on server side correct? That's correct. 1 Share this post Link to post Share on other sites
duda123 1341 Posted July 2, 2016 New WIP thread started for something new: https://forums.bistudio.com/topic/192197-rappelling-from-structures-wip/ 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted July 3, 2016 Got it to work, by adding the variable you suggested. Works awesome, but the rappel points are not on the ramp, just in the middle of the plane. Thanks again. AR_SUPPORTED_VEHICLES = [ "Helicopter" ]; AR_SUPPORTED_VEHICLES_OVERRIDE = [ "Helicopter","CUP_B_MV22_USMC" ]; AR_Is_Supported_Vehicle = { params ["_vehicle","_isSupported"]; _isSupported = false; if(not isNull _vehicle) then { { if(_vehicle isKindOf _x) then { _isSupported = true; }; } forEach (missionNamespace getVariable ["AR_SUPPORTED_VEHICLES_OVERRIDE",AR_SUPPORTED_VEHICLES]); }; _isSupported; }; I'm not very good at scripting so, let me know what I'm missing. Thanks Reed If the vehicle isn't a type of Helicopter, you can add support by updating this variable in your init.sqf file. Any vehicle in the game of the specified class types will support rappelling. See the directions on the first page. Let me know how it works! AR_SUPPORTED_VEHICLES_OVERRIDE = [ "Helicopter","RHS_MELB_MH6M","..etc..." ]; Share this post Link to post Share on other sites
Guest Posted July 3, 2016 Hi, Amazing script. I hope you can answer me: The top rope does not burst for you stretching it from 3 m to 53 meters? Share this post Link to post Share on other sites
duda123 1341 Posted July 3, 2016 Hi, Amazing script. I hope you can answer me: The top rope does not burst for you stretching it from 3 m to 53 meters? There are two ropes - heli to player and player to ground. As you move down, the heli to player rope extends at the same rate the player to ground rope shortens. 1 Share this post Link to post Share on other sites
duda123 1341 Posted July 3, 2016 Got it to work, by adding the variable you suggested. Works awesome, but the rappel points are not on the ramp, just in the middle of the plane. Thanks again. AR_SUPPORTED_VEHICLES = [ "Helicopter" ]; AR_SUPPORTED_VEHICLES_OVERRIDE = [ "Helicopter","CUP_B_MV22_USMC" ]; AR_Is_Supported_Vehicle = { params ["_vehicle","_isSupported"]; _isSupported = false; if(not isNull _vehicle) then { { if(_vehicle isKindOf _x) then { _isSupported = true; }; } forEach (missionNamespace getVariable ["AR_SUPPORTED_VEHICLES_OVERRIDE",AR_SUPPORTED_VEHICLES]); }; _isSupported; }; I'm not very good at scripting so, let me know what I'm missing. Thanks Reed That looks good to me. If you're trying to use the addon version, the code to set the AR_SUPPORTED_VEHICLES_OVERRIDE variable can go in your init.sqf file. Regarding the rappel points, you can override them as well, but you need to know the positions on the model. See discussions above about this and the directions on the first page. Share this post Link to post Share on other sites
taro8 806 Posted July 3, 2016 Any simple way for ordering AI squads to fastrope on waypoint? Share this post Link to post Share on other sites
ceolnariazz 39 Posted July 3, 2016 Any simple way for ordering AI squads to fastrope on waypoint? was just about to ask the same question ^^ Share this post Link to post Share on other sites
Jnr4817 215 Posted July 3, 2016 I'm trying not to be an idiot, but if I use the Steam Addon version, where exactly do I put this in the init: AR_SUPPORTED_VEHICLES_OVERRIDE = [ "Helicopter","CUP_B_MV22_USMC"]; /\ Is this exactly how it is supposed to be placed in the init.sqf? Thanks again, Reed That looks good to me. If you're trying to use the addon version, the code to set the AR_SUPPORTED_VEHICLES_OVERRIDE variable can go in your init.sqf file. Regarding the rappel points, you can override them as well, but you need to know the positions on the model. See discussions above about this and the directions on the first page. Share this post Link to post Share on other sites
Wiki 1558 Posted July 4, 2016 Hi duda. You gave me those codes to have the AI rappel itself: cargo:[] spawn { while { count assignedCargo NAME_OF_HELI > 0 } do { if( (getPos NAME_OF_HELI) select 2 < 40 ) then { { [_x, vehicle _x] call AR_Rappel_From_Heli_Action } forEach (assignedCargo NAME_OF_HELI); }; sleep 10; }; };crew:[] spawn { while { count crew NAME_OF_HELI > 1 } do { if( (getPos NAME_OF_HELI) select 2 < 40 ) then { { [_x, vehicle _x] call AR_Rappel_From_Heli_Action } forEach (crew NAME_OF_HELI); }; sleep 10; }; }; but they don't seem to work, there must be something wrong somewhere. Share this post Link to post Share on other sites
Jnr4817 215 Posted July 4, 2016 Got it working, just to adjust rappel points. Thanks, Reed 5 Share this post Link to post Share on other sites
duda123 1341 Posted July 4, 2016 Demo of rappelling off buildings / cliffs is live on my group's server: 66.55.158.30 Port: 2302 Please try it out if you have time! No mods required to join the server. Here's how it works: If you stand on the edge of any ledge more than 3-4m high, you'll get an action "Rappel Self". Once rappelling, press the "move backwards" key to go down the rope. If you press move forward, you'll move slowly back up the rope. You can press the space bar to push away from the wall. Holding the space bar down will make you push off more. Also you can rappel through broken windows (into the building or out of the building), assuming the window is large enough. Let me know how it goes! 6 Share this post Link to post Share on other sites
Wiki 1558 Posted July 5, 2016 duda123Hi. I still can't use th code to have AI rappel down themselves. Can you have a look at it please? Thanks Share this post Link to post Share on other sites
Bamse 223 Posted July 5, 2016 not even 24h to let him answer, easy there man ;) Share this post Link to post Share on other sites
duda123 1341 Posted July 5, 2016 duda123 Hi. I still can't use th code to have AI rappel down themselves. Can you have a look at it please? Thanks Still working on a better script for this... will let you know once I have something working. Share this post Link to post Share on other sites
duda123 1341 Posted July 7, 2016 Ok, great! Thanks Questions about how you will be using this: When you have AI rappel from a heli, would the AI rappelling be in a different group from the pilot/copilot/gunners? If not, what should happen when the AI reach the ground? The heli will keep following them if they're in the same group. One thing I could do is make the heli crew form their own group once everyone has rappelled. The troops on the ground would remain in the original group and would continue to follow any existing waypoints. However, the heli wouldn't move once you do this. Would have to pass in via the function some position / marker name for the heli crew to fly to. Share this post Link to post Share on other sites
haleks 8212 Posted July 7, 2016 When you have AI rappel from a heli, would the AI rappelling be in a different group from the pilot/copilot/gunners? That's how I usually do it in Editor, it is more convenient and works well with waypoints. Speaking of wich : maybe it would be possible to set up a module or a gamelogic wich could work like an "unload" waypoint? This is an addon already, so adding that kind of stuff shouldn't be too much trouble and could work great for mission makers. Share this post Link to post Share on other sites
duda123 1341 Posted July 7, 2016 That's how I usually do it in Editor, it is more convenient and works well with waypoints. Speaking of wich : maybe it would be possible to set up a module or a gamelogic wich could work like an "unload" waypoint? This is an addon already, so adding that kind of stuff shouldn't be too much trouble and could work great for mission makers. Ok, that probably makes the most sense. I'll start by making a simple function that you can drop in the activation field on a "script" waypoint or in a trigger. I like giving people the ability to package everything inside their mission. Not sure if that's possible with custom editor modules. 1 Share this post Link to post Share on other sites
Wiki 1558 Posted July 7, 2016 Looks great! I'm looking forward to it! I can assure you that your addon will be used a lot, especially in Tanoa :P Share this post Link to post Share on other sites
flanders25 1116 Posted July 8, 2016 This is crazy. Awesome work! 1 Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 9, 2016 I only realised now that this is for ai teammates as well! Thanks so much-I'm off to try it right now :D 2 Share this post Link to post Share on other sites