vengeance1 50 Posted November 25, 2009 NORRIN, Did you lower the min drop rope distance below 10m? So we can get under MMA Radar? Thanks Share this post Link to post Share on other sites
norrin 9 Posted November 25, 2009 NORRIN,Did you lower the min drop rope distance below 10m? So we can get under MMA Radar? Thanks Ah mate, I completely forgot :blush: - I'll get you an interim fix as soon as I can @Sneaker-78- I understand it would be nice to have this included as part of the default choppers but for the AI controlled units, at least, you're still going to need to program some code in their init lines or via a script so they know what to do and this way I feel you have more control over the options. I also don't need to play with the default unit's config.s, which could end in disaster. Share this post Link to post Share on other sites
mandoble 1 Posted November 26, 2009 MMA radar detecting too low choppers, then just raise min detection alt for air targets in the missions: mando_minairalt = 20; Share this post Link to post Share on other sites
KELLO 0 Posted November 29, 2009 Is there a key for this mod, tried running it on my server but unless i turn key checking off the server wont allow anyone in... Share this post Link to post Share on other sites
norrin 9 Posted November 30, 2009 You're quite right, the most recent download was missing the norrn.bikey. I've now fixed this. You can download the missing key by itself from here: http://www.norrin.org/downloads/ArmA2/fastRope/norrn.bikey Or the full addon from here: http://www.norrin.org/downloads/ArmA2/fastRope/norrn_DBO_fastrope_ver06.rar Share this post Link to post Share on other sites
KELLO 0 Posted November 30, 2009 Thanks Norrin much appreciated:) Share this post Link to post Share on other sites
Nemorz 11 Posted November 30, 2009 (edited) Any idea why I'm getting this? "Script ad_helos\Fastrope\scripts\draw_ropes1.sqf not found" Init of MH-60S (named Transport) nul = [Transport, 0] execVM "\norrn_dbo_fastrope\scripts\fastRope_playerPilotInit.sqf"; Also tried replacing 0 with 1, and replacing the playerPilotInit with playerPilot. What happens is, I press the deploy ropes, get that error, pilot sees the ropes but the passenger(s) don't see the Descend option nor do they see the ropes. When you hit eject regardless, you just fall. It's funny, but it's not how I'd like it to work :P Regards, Nemor. Edited November 30, 2009 by Nemorz Share this post Link to post Share on other sites
norrin 9 Posted November 30, 2009 Any idea why I'm getting this?"Script ad_helos\Fastrope\scripts\draw_ropes1.sqf not found" Init of MH-60S (named Transport) nul = [Transport, 0] execVM "\norrn_dbo_fastrope\scripts\fastRope_playerPilotInit.sqf"; Have you got the latest version of the fastrope addon, as there was an incompatability with ADukes choppers in an earlier version that caused this error? Share this post Link to post Share on other sites
Nemorz 11 Posted December 1, 2009 Aye I've got 0.6 which I'm assuming is latest coz it's the latest version I can see. By the way, love your stuff, using your revive stuff as well so don't take my question as being unappreciative :) Share this post Link to post Share on other sites
[GLT] Legislator 66 Posted December 5, 2009 Hiho Norrin :) And again a great addon! My RPT showed some errors: Cannot register unknown string STR_USRACT_ACTION_CONTEXT Exe version: 1.04.60899 norrn_dbo_fastrope\m\dbo_rope.p3d: No geometry and no visual shape norrn_dbo_fastrope\m\dbo_rope.p3d: No geometry and no visual shape norrn_dbo_fastrope\m\dbo_rope_ground.p3d: No geometry and no visual shape norrn_dbo_fastrope\m\dbo_rope_ground.p3d: No geometry and no visual shape Are they going to be fixed? How's the progress of fixing the known issues? :) Share this post Link to post Share on other sites
arma23 10 Posted December 8, 2009 i tried to use the 160th soar helicopter an it doesn't work. Can anyone help me try? Share this post Link to post Share on other sites
ufoman 0 Posted December 18, 2009 I have a problem using this addon on mi24. In the chopper all are real players -> pilot and soldiers in cargo. When group leader drops ropes, automatically(after 20sec) he is being dropped. But no one else has option to drop himself. Sometimes it appears, but after slide you die. So it's unplayable in MP. Share this post Link to post Share on other sites
norrin 9 Posted December 18, 2009 Don't check this thread nearly as much as I should but I've found the code error that was causing Nemorz's bug. Will get a fix posted ASAP Share this post Link to post Share on other sites
norrin 9 Posted December 18, 2009 (edited) Sorry double posting again New version: http://norrin.org/downloads/ArmA2/fastRope/norrn_DBO_fastrope_ver07.rar Fixes: * Player passenger deploying ropes on a dedicated server bug identified by Nemorz Will fix the minor bugs of report issues and will add shadow lods when I have more time @ufoman - very hard to know what the problem is with so little info - try the new version and let me know if you are still having problems - maybe PM me a link to your mission that way I can check out what addons you are using and how you have it set-up Edited December 18, 2009 by norrin Share this post Link to post Share on other sites
vengeance1 50 Posted December 18, 2009 Thanks NORRIN for keeping us updated! :) Share this post Link to post Share on other sites
Nephris1 10 Posted December 18, 2009 Love your Scripting Works :thumbs up: Do u think, maybe for future times...,the reverse way would be possible? I guess u can still remember BAS in OFP. We got ladders to deploy and the units were able to climb it up/down awhile the chopper was hovering at 30feet or sth. Share this post Link to post Share on other sites
Tactic 10 Posted December 18, 2009 Great mod, thanks. Share this post Link to post Share on other sites
-Snafu- 78 Posted January 3, 2010 I'm using the fast rope on Quesh Kibrul and having the units deploy close to the enemy positions. The problem is that once the helicopter spots the enemy infantry it flies off leading to a hilarious high speed fast rope. Is there some way to force the AI chopper to hold for the fast rope? Share this post Link to post Share on other sites
norrin 9 Posted January 4, 2010 I'm using the fast rope on Quesh Kibrul and having the units deploy close to the enemy positions. The problem is that once the helicopter spots the enemy infantry it flies off leading to a hilarious high speed fast rope.Is there some way to force the AI chopper to hold for the fast rope? Yeah this is a difficult situation to deal with as the AI pilots for some reason don't like being shot at. :) Try putting this setCaptive true in the init line of the chopper - this should stop the enemy AI from firing at the chopper and freaking out the AI pilot. Also make sure the behaviour of the AI pilot in the WP is set to careless otherwise the AI pilot may make a run for it the moment it detects enemy units. Share this post Link to post Share on other sites
-Snafu- 78 Posted January 4, 2010 Thanks norrin, works perfectly now. :) Share this post Link to post Share on other sites
norrin 9 Posted January 14, 2010 (edited) NORRN Fast-Rope Goto Script © JANUARY 2010 - norrin (norrin@iinet.net.au) Scripts by norrin Based on ideas by Aaron Duke Download: http://www.norrin.org/downloads/ArmA2/fastRope/NORRN_FR_gototest.utes.rar Description This simple system of scripts allow you to command an AI piloted chopper to go to a map point where you will disembark via fast-rope insertion. The chopper will then return to base and refuel, where upon it can be commanded to extract you from another map click position selected by the player. Tested ArmA2 version 1.05 on a dedicated server but only with a single player so far To add to your mission 1. Ensure that the NORRN_DBO_fastrope addon is in the appropriate addon directory 2. Copy the heloGoto folder from the example mission into your mission folder 3. To avoid the annoying "addon missing" pop-up make sure you edit the mission file to include the fast-rope addon eg in the test mission addOns[]= { "CAAir", "utes", "cacharacters2", "CAAir2_UH1Y", "norrn_dbo_fastrope" }; 4. Create an AI crewed chopper in the editor that is equipped with fast ropes (MH60, UH1 or Mi24) and name it in the editor eg. helo1. Make sure its initial start position is somewhere relatively open - to reduce the possibility of accidental crashing. 5. In the init line of the chopper or in the init.sqf put null = [helo1] execVM "heloGoTo\heloGoTo_init.sqf"; where helo1 is the name given to the chopper in the editor How it works 1. When a player group leader gets in the chopper in a cargo position an action appears to set the chopper’s fast-rope destination. 2. Use the action and then a prompt appears to click on the map to set the fast rope destination – choose your destination. 3. The chopper will commence taking off – during the journey to the fast-rope destination the player commander will be given an action to cancel the fast-rope destination – if a player chooses this option the chopper goes into a holding pattern and the player can choose a new fast-rope destination or return to base. 4. Once the fast-rope destination is reached the player and his team will automatically disembark at that location. 5. The chopper will then return to base and refuel. After a few seconds an action will appear for the player group leader to set an extraction point. 6. If this option is chosen the player will need to click on the map to identify a safe location for an extraction site. The chopper will then proceed to this location. Note: this location has to be relatively flat and away from trees and powerlines etc otherwise the chopper will be damaged as it lands and you’ll end up being stuck there. 7. Once the chopper lands you will have approximately 30 seconds to board the chopper. 8. The chopper then lifts off and actions appear in the player group leader’s action list giving the player the option to return to base or set a new fast-rope destination. Remember This is a very simple system – the chopper will fly a straight path to any destination given so flying over enemy troops may end in disaster. Also don’t forget due to the limitations in the AI flight model that the AI piloted choppers do have a tendency to run into mountains and trees, to a certain extent I’ve tried to account for this but take care when setting chopper extraction locations. License These scripts are not to be used for commercial purposes or to be modified without the author's prior consent Finally I'm going to be away for the next 10 days, so any complaints, bugs or questions will have to wait until then to be addressed. norrin Edited January 14, 2010 by norrin Share this post Link to post Share on other sites
manzilla 1 Posted January 14, 2010 Wow! I love this idea. Thanks! Share this post Link to post Share on other sites
vengeance1 50 Posted January 14, 2010 Great idea NORRIN, any issues using it with ACE? Share this post Link to post Share on other sites
Minoza 11 Posted January 16, 2010 (edited) *edit* srry nvm @vengeance1 Btw. to answer your question. Tried this with both ACE and CAA1 on Avgani map. Worked without a problem. :D Edited January 16, 2010 by Minoza Share this post Link to post Share on other sites
manzilla 1 Posted January 18, 2010 (edited) This is fantastic. Edited January 18, 2010 by Manzilla Share this post Link to post Share on other sites