Daveyboy154 10 Posted July 16, 2009 No probs mate, I don't really get it myself but opening up other people's work and messing with the code means i'm slowly learning. I think that any time you want to use exec (sqs) or execvm (sqf) files the name has to be in quotes. Beyond that, I just spend hours looking at the comref (http://www.arma2.com/comref/comref.html) and figuring out how they have put together their example and going from there. Secops is a module you place in the editor (in the same menu as ambient civs etc.) It's proper name, in the editor, is secop manager. The first bit of my other post describes adding it, synching it to the player and then some code for an init.sqf that basically means you don't get the missions, you don't get the artillery and airstrikes, but you do get the transport option. If you do that and make sure that you put an actual chopper on the map (with the name the same as you put in the SECOP code) then you should be good to go. Have a play with it and let me know if you get stuck mate. Dave Share this post Link to post Share on other sites
Hvymtal 1251 Posted July 18, 2009 This Rocks, but i'm not sure i'll use it much because i suck at scripting :p Share this post Link to post Share on other sites
1in1class 0 Posted July 19, 2009 Maybe we could see this put in to the BI choppers with out us useing the scripts int field all the time, like an mod it self. Share this post Link to post Share on other sites
breeze 0 Posted July 19, 2009 Daveboy Im having a problem setting it up your way can you post yourmission so i can get a better look please??? Share this post Link to post Share on other sites
TangoRomeo 10 Posted July 19, 2009 BI should incooperate this in a future patch. It could help increase the survivability of Starforce 21 and it's passengers during insertions in cramped areas. Share this post Link to post Share on other sites
Daveyboy154 10 Posted July 19, 2009 If anyone else wants a sample mission for how I set it up with SECOPS and Norrin's fastrope, send me a pm and i'll e-mail it over. Dave Share this post Link to post Share on other sites
norrin 9 Posted August 24, 2009 (edited) Fast Rope Update (Version 0.2) Just a small update. Download http://norrin.org/downloads/ArmA2/fastRope/Fastrope_v02.rar The test mission and instructions for use are now also contained in the archive. New features * Dual fast-ropes Fixes * Can now land, reload with troops and fast rope again and again Edited August 24, 2009 by norrin Share this post Link to post Share on other sites
1in1class 0 Posted August 24, 2009 Nice nice:thumbs-up: Share this post Link to post Share on other sites
vmaclan 10 Posted August 26, 2009 Here is a little movie we made with the default mission. We have 3 human players one piloting, 2 fast roping. We did 3 insertions on Utes. We are also using RKSL counter mesures. This is easierly the best fast rope addon I've seen. Thank Norrin for all your hard work on this addon. AQjG4_1U5Ko Share this post Link to post Share on other sites
vengeance1 50 Posted August 31, 2009 NORRIN, How do I change this script to allow Player Pilot spawned in as Driver (init)when mission starts (no Waypoints being used)? In order to make this work I have to get out and get back in due to "GETIN" this addEventHandler ["GETIN",{if((_this select 1) == "driver") then {[_this select 0] execVM "FastRope\scripts\fast_rope_player_pilot.sqf"}}]; Thanks Share this post Link to post Share on other sites
Staker 10 Posted August 31, 2009 the mission in the RAR is .pbo..I don't understand how to get it to work in the game Share this post Link to post Share on other sites
Daniel 0 Posted August 31, 2009 You need to de-pbo it. I use cpbo by Kegety. Share this post Link to post Share on other sites
norrin 9 Posted October 23, 2009 Here' a link to a very short video showing the revamp of the fast rope addon that's underway. Many, many thanks to deanosBeano for his help in making this happen as the animated ropes are his work. :) Share this post Link to post Share on other sites
vengeance1 50 Posted October 24, 2009 That's nice NORRIN, looking forward to that script. Share this post Link to post Share on other sites
EletroBull 10 Posted October 25, 2009 Yea real nice animation, i am quite new to scripting and i have been messing around with this code and playing =WGB= Domination mission. Many of the guys said that it would be cool if there was a type of fast rope script were you could drop the troops into a forest. I mostly managed the put the scripts into the mission folder and they work perfectly, but i hit a brick wall with the config files. Its quite a fatal drop at 39 with no rope being drawn. I was just wandering if there was a way to link the two config files with the scripts within the mission file. Would be sweet if it is possible. Share this post Link to post Share on other sites
norrin 9 Posted October 25, 2009 I mostly managed the put the scripts into the mission folder and they work perfectly, but i hit a brick wall with the config files. Its quite a fatal drop at 39 with no rope being drawn. I was just wandering if there was a way to link the two config files with the scripts within the mission file. Would be sweet if it is possible. Mate this system won't work without the addon rope so there's no use in isolating the script component and using by itself. If on the otherhand you use the complete addon it should be fairly easy to get it running in your mission. Share this post Link to post Share on other sites
EletroBull 10 Posted October 26, 2009 I do realise that mate, but what i am trying to say instead of saying [mission file] & [addon file] is to combine them as [mission file[addon file]], so that the addon is downloadable with the mp mission, otherwise no-one would be arsed the download an addon separately just to play the mp mission. The long winded question i am trying to ask is... Is there a way to tell the game engine to reference config files from a different directory, other than the mod directory? Share this post Link to post Share on other sites
norrin 9 Posted November 7, 2009 MP FAST ROPE FOR ARMA2 (beta 0.3) NOVEMBER 2009 Addon created and compiled by: norrin and DeanosBeano Scripts and config by: norrin and DeanosBeano Download http://norrin.org/downloads/ArmA2/fastRope/fastrope_beta0.3.rar Description Gives the default ArmA2 MH60, UH1 and MV-22 the potential to insert units using animated fast ropes 1. Allows an AI pilot to move to a waypoint and then AI and player automatically rappel to the ground once the fast ropes are deployed. 2. Allows player pilots to fast rope AI units at their whim. 3. If a player is in a cargo postion then he will get an option to deploy fastropes from a stationary chopper, he will also get an option to descend ropes Thanks to: Rope adapted from: DeanosBeano Rope animations courtesy of: da12thMonkey and deanosbeano Coding ideas: OFP fast rope script, Geloxo's handy tools addon, BAS, norrin, DeanosBeano and Rocko License: this addon is not to be used for commercial purposes. The archive contains: * Fast rope addon that contains the rope and the fast rope script (Just use something like @norrn_dbo_fastrope folder to create a mod-folder as you would in ArmA). * Signature files *An example mission on utes that shows fast rope insertions, which you can view from a number of different perspectives. General Instructions for use: 1. To avoid the annoying addon missing pop-up make sure you edit the mission file to include the fastrope addon eg in the test mission the addOns[]= { "CAAir", "utes", "cacharacters2", "CAAir2_UH1Y", "norrn_dbo_fastrope" }; Instructions for use by AI pilots 1. add to act line of chopper waypoint: nul = [chop1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf"; where: a is the name of the helicopter; b Option (0 or 1) to give players the choice of when to descend fastropes - 0 - players are ejected automatically when ropes are deployed - 1- players get and action giving them the choice of when to descend the ropes - NB - if an AI unit is piloting the chopper then it will automatically cut the ropes after a period of time so if you are given the choice to descend ropes don't muck around or you'll miss the chance - best to use this option in connection with a player pilot. c is the distance the AI units fan out after fast roping; and d is the chopper waypoint script that is activated after fast roping is complete eg. [chop1, 1, 25, "move1.sqs"] 2. make sure for the last waypoint that the chopper's behaviour is set to "careless" and speed "limited" and flyIn Height <= 35 3. name the chopper 4. make sure all fast roping units are grouped 5. You may need to place the WP move waypoint that activates the fastrope script a few metres ahead of where they actually fast-rope (make sure you check your mission to see where it happens, the good thing is as far as I can tell they fast-rope at the same spot whether they are on a local or a dedicated server). Instructions for use by player pilots 1. nul = [this, b] execVM "\norrn_dbo_fastrope\scripts\fastRope_playerPilotInit.sqf"; where: b Option (0 or 1) to give players the choice of when to descend fastropes - 0 - players are ejected automatically when ropes are deployed - 1- players get and action giving them the choice of when to descend the ropes - NB - if an AI unit is piloting the chopper then it will automatically cut the ropes after a period of time so if you are given the choice to descend ropes don't muck around or you'll miss the chance - best to use this option in connection with a player pilot. eg. [this, b] 2. name the chopper To get fast rope action When piloting a chopper 1. Make sure height is between 10 and 35 metres (approx 120 feet) 2. Reduce speed to less than 2 and more than -2 ie. it might help to engage the auto-hover function when doing this 3. Then depending on whether you have either players or AI in the cargo the follwoing will happen: * If the cargo only contains AI units the player pilot will get the option to fastrope * Group leaders (player) should be able to deploy the rope for fastroping if they are in cargo space. * Group leaders entering the aircraft will always override the pilots ability to deploy the rope. * A groupleader in a gunner seat will NOT be able to deploy the rope. He has to be in cargo space. * Same applies for group members that choose a gunner seat instead of a cargo seat. 4. Depending on option b (see above) Ai willautomatically fastrope or players will get an option to descend ropes 5. When the fast ropes are deployed the pilot gets an "abort fast rope" action in your action menu this will drop the rope and allow you to move off immediately - just be careful if you engage this action as anyone on the ropes will most likely fall to their death. If you do abort the ropes, still have cargo units aboard it is possible to fast rope the remaining units in a safer locale. Known Issues * If scripting waypoints using addWaypoint command to add WPs to an AI chopper's flight path (ie. not using editor added waypoints) make sure you set the choppers behaviour to "careless" and speed "limited" for the fast rope waypoint otherwise the chopper may not stop. * A player's avatar sometimes disappears when facing certain directions (normally due north) after fast roping and reaching the ground - this does not always occur and never happens when testing on my lap-top PC (only my desk-top) or to fast-roping AI units. When this occurs if you turn a bit to the left or right the player's avatar will reappear but it will disappear again when you face north. Getting in and out of a vehicle will fix this bug. I'm not sure why this is occurring and it may be related to the direction in which the player disembarks the rope or possibly my graphics card (ATI on laptop and Nvidia on desktop). If anybody does try this can they please let me know if they run into any other issues or the ones listed above as this may help me track down exactly why they are occurring or if you're having trouble implementing the addon or have any suggestions please contact me at norrin@iinet.net.au. http://norrin.org/downloads/ArmA2/fastRope/fastrope_beta0.3.rar @EletroBull - sorry - not that I'm aware of. Share this post Link to post Share on other sites
Caxton Gibbet 0 Posted November 8, 2009 Hi Norrin, Thanks for the update,I'm enjoying using this. I have a request, Would it be possible to add the optioin to define the 'attachto' positions to the script call for use with addons. Thanks again for a great addon. Share this post Link to post Share on other sites
norrin 9 Posted November 8, 2009 Hi Norrin,I have a request, Would it be possible to add the optioin to define the 'attachto' positions to the script call for use with addons. Two ways we could do this I could create a new version for addons where you had to put the attach point in the parameters that link to the script in the init line of the chopper or we could directly incorporate the fastropes into the addon, which is fairly simple to do and simplfies the use of fastropes for the mission maker. Have you got an addon in mind? Share this post Link to post Share on other sites
das attorney 858 Posted November 9, 2009 I downloaded this and have been trying it out all night. It's really, really good. After I got the hang of it, I loaded up some men into a MH-60 and then dropped them onto the ATC tower on the Utes airfield. I really didn't thing the script would work, but it was perfect and the men slid down and deployed onto the roof. (Not that I can do much with them up there - they all bunched together in a big manlove heap - damn AI!) This mod has got so much potential though to change the way the game is played - thank you :) Share this post Link to post Share on other sites
krazikilla 5 Posted November 9, 2009 (edited) As i am just trying to reconstruct operation barras (operation certain death) from the SAS, SBS and Paratroopers in Sierra Leone in the year 2000 i am in need of the ropescript. i use 2 ch47 from ffaa, and rewrote your script a littlebit, so the ropes are in the right position. BUT i have a problem when the soldiers rope down sometimes. They just get stucked a bit on the rope, and instead of like 3 sec to reach the floor they need up to 30sec. Also sometimes the choppers move on or raise there altitude while people still roping down. Then often some people just fall on the ground and die. I realised that it mostly happens when the choppers are under fire. What i have to say is, that there are 35 ppl in 1 chopper. Can it be a problem that the script is used 2 times at the same time? Anyone can help me here? Edited November 9, 2009 by KrAziKilla Share this post Link to post Share on other sites
Caxton Gibbet 0 Posted November 9, 2009 (edited) Two ways we could do this I could create a new version for addons where you had to put the attach point in the parameters that link to the script in the init line of the chopper or we could directly incorporate the fastropes into the addon, which is fairly simple to do and simplfies the use of fastropes for the mission maker. Have you got an addon in mind? At the moment The RAF CH47 would be top of my list,with ropes dropped from the rear ofcourse. That said,if I may,I'd suggest that having the option to parse the positions in the script call,perhapse as an advanced option that could be ignored by casual users,would be usefull and would add versatility. Ofcourse if other helicopters could be incorperated into your script,or,if you would be happy for addon makers to incorporate the system into their helicopters that would be great.But I can't help thinking that that is going to create extra work for you and possibly conflicts between an incorporated system and a standalone system.You'd have far more Knowledge about such things than I. Anyhoo, whether you decide to do any of this or not,this is still a great addon as it stands and I thank you again for sharing.:D Edited November 9, 2009 by Caxton Gibbet Share this post Link to post Share on other sites
krazikilla 5 Posted November 9, 2009 if(_heli isKindOf "ffaa_famet_CH47_MG") then {detach _rope; _rope attachto [_heli,[-1, -5, -10]]}; thats the line you have to add in the scripts, 2 times, to make it possible to fastrope from the rear of the ffaa ch47 chopper. still its a bit buggy. Share this post Link to post Share on other sites
norrin 9 Posted November 9, 2009 Just wanted to post a link to a short movie of the latest version of the script showing AI descending ropes deployed by an AI pilot: I also wanted to give a shout-out for the updated ADuke Helo pack, which has the new fastrope addon hard-coded into the package: http://www.armaholic.com/page.php?id=7356 @Caxton and KrAzi - I know DeanosBeano has a chinook that I might be able to use to create a hard-coded fast-rope chinook - let me chat with him, other wise I'll adapt the scripts so they work with either the RAF or ffa birds. Share this post Link to post Share on other sites