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Advanced Rappelling

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I read through this forum and I just wanted to double check. For MP servers this only needs to be on server side correct?

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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.

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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..."
];

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Guest

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?

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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.

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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.

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Any simple way for ordering AI squads to fastrope on waypoint?

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Any simple way for ordering AI squads to fastrope on waypoint?

 

was just about to ask the same question ^^

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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.

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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.

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VaI1Z3x.jpg

 

hCNfb5t.jpg

 

Got it working, just to adjust rappel points.

 

Thanks,

Reed

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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!


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duda123
Hi. I still can't use th code to have AI rappel down themselves.

Can you have a look at it please?

Thanks
 

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not even 24h to let him answer, easy there man ;)

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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.

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Ok, great!
Thanks

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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.

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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.

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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.

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Looks great! I'm looking forward to it!

I can assure you that your addon will be used a lot, especially in Tanoa :P

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Almost done....

 

 

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I only realised now that this is for ai teammates as well! Thanks so much-I'm off to try it right now :D

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