View Full Version : MP fast rope script addon
AI COMPATIBLE MP FAST ROPE FOR ARMA2
(beta 0.10)
JANUARY 2012
Addon created and compiled by: norrin and DeanosBeano
Scripts and config by: norrin and DeanosBeano
Here's the new version of the addon: http://www.norrin.org/downloads/OA/fastRope/norrn_dbo_fastrope_ver10.rar
Make sure you check the instructions for use in the archive as a few things have changed and been added (see below) and you may need to make some small changes to your missions to avoid errors with the latest version:
Fixes version 0.10, 16/01/11
- Some “\” were missing from the script paths in the addon
- Also added a wait statement so that the fast-roping choppers should not egress prior to deploying ropes.
Fixes and additions version 0.9, 14/10/11
- fixed some units not descending rope
- fixed ropes not detaching from choppers
- added distance move away from rope variable for AI insertions (default distance is 5)
- fast roping is now possible from BAF Merlin
- fixed bug in AI choppers moving away from insertion point using a script
- added chopper taxi scripts to addon
- changed departing waypoint to sqf
- Added init variables to give the option of not deleting crew downed chopper if it is allowed to respawn
NORRN_FR_keepOldCrew
NORRN_FR_keepOldHeli
default is false ie. chopper and crew will be deleted when new taxi is respawned
- added more precompiled functions to the taxi scripts
- further optimisation made to the Land_destination and Extraxtion_destination scripts.
- made all local vaiables "private" to locally running scripts - should reduce the possibility of misdefinition of local var values
- chopper moveAway scripts for AI piloted fast-roping must now be in sqf format
Movie
http://www.youtube.com/watch?v=TdJ6vuzKiL4
- short movie of the latest version of the script showing AI descending ropes deployed by an AI pilot
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 @<hidden> 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 override timer - the mission maker can now set how long he wants the AI pilot to deploy ropes, 20 - 25 seconds is ample for 8 units; 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@<hidden>.
Version History
beta0.1
initial release - unanimated ropes - single rope
beta0.2
Dual rope fast-roping included
beta 0.3
Animated ropes, increased functionality
beta 0.4
Fixed, if fast ropes were released by a player pilot while units were still roping only one rope would detach and fall to the ground and the other would remain attached.
beta 0.5
Fixed incompatability with ADuke's Black Hawk Down helo pack
Over-ride timer now included for AI pilots fast roping units - fixes dropping of ropes by AI pilots before all units have fast roped
beta 0.6
Added ability to fast rope from Mi-24
beta 0.7
Player passenger deploying ropes on a dedicated server bug identified by Nemorz
Other addons that have the fast rope addon pre-incorporated:
ADukes fantastic HH60g and MH60K "Black Hawk Down" Helo Pack: http://www.armaholic.com/page.php?id=7356
MulleDK19
Jun 1 2009, 21:03
This forum is for discussing addons or mods that are currently work in progress, as well as for discussing ideas or requests for addons.
As soon as content is released even if Alpha state, the thread should then be moved to A&M:Complete (PM a moderator with the link).
Already done that mate when I realised my mistake :)
Manzilla
Jun 1 2009, 21:17
Nice job. It's nice to see this so soon.
Binkowski
Jun 1 2009, 21:18
I'm downloading now, going to test this shortly :D.
Binkowski
Jun 1 2009, 21:42
Ok did a test of this. Great work, I could see this being used effectively in many missions. Here is a sample video for you guys. Great work as always Norrin :)
Link to Youtube Video (http://www.youtube.com/watch?v=ebFh3Fg3l1I)
Manzilla
Jun 1 2009, 22:10
Just a quick question about this part of the instructions, I didn't really grasp it from the readme.
c is the chopper waypoint script that is activated after fast roping is complete
What do I put here? Number, name, etc.? As far as I know, I don't have any WP scripts.
Binkowski,
Could you send me what you did so I can open it up in the Editor. That would probably be the easiest way, I'm pretty dense when it comes to anything to do with scripts.
Wow, nice to see this addon now in ArmA2.
Great job norrin ;)
Mirror from Assault Mission Studio
http://www.assaultmissionstudio.de/images/downloads/dlicon.gif (http://www.assaultmissionstudio.de/downloads.php?page_id=157)
MP Fast Rope Addon [0.1] by norrin
1in1class
Jun 1 2009, 22:16
Nice nice vary nice love it cant wait till the US copy come out of ArmA 2 so more of the scripts can be made in the addons of the choppers of the addon makers. Love it.
sidhellfire
Jun 1 2009, 23:15
I've got few questions.
What will happen when a helicopter will get destroyed while troops are rappeling?
How scripts reacts for helicopter twisting/rolling meanwhile.
How folding rope does look like?
Great, thanks norrin :)
ArmA2Base.de Mirror and News (http://arma2base.de/include.php?path=start) :
Mirror: MP Fast Rope Script Addon beta 0.1 by norrin (http://arma2base.de/include.php?path=download&contentid=129)
Kind regards
Miller
@<hidden> - for AI piloted insertions you can put a script in here that adds waypoints for the AI pilot to follow once the rappelling is complete.
The script must be in sqs format and put its name in where the C goes.
Here's a test mission that I forgot to include in the rar file: http://www.norrin.org/downloads/ArmA2/fastRope/fast_rope_test.utes.rar (added to first post)
In the test mission param C is called "move1.sqs" (open it up and take a look at this script). It just adds waypoints to editor placed markers on the map.
@<hidden> - static rope I'm afraid - not much I think I can do about that and keep it MP compatible - unless I do some fancy tricks with the attachTo command but the maths is probably beyond me.
The rope remains attached to the same point even if the chopper is moving and if the rope is deployed on an inclined slope - I think I've disabled the chopper's ability to roll but not to move.
Haven't checked to see what happens if the chopper is destroyed but at the moment I think the rope will remain attached to the chopper while it plummets to the ground - could look a bit strange so I may need to detach the rope if the chopper is destroyed.
@<hidden> - many thanks for going to the trouble of making a movie and trying the addon :)
@<hidden> else - thanks for your hosting and comments please if you have any issues or suggestions post here: http://dev-heaven.net/projects/norrin/issues
Please remember this is only a beta and there are still many features to be added and concepts sorted out - as you can see already I haven't thought through all the possibilities yet so please keep making suggestions and I'll try to add them as I can
Wow, ive just watched the video and im impressed, very nice!
outstanding, ok now go a bit further and make sling load scripts :o) woohoo wouldnt that be great.. would make bringing a repair truck and engineer to another downed chopper faster and more fun lol...
Very nice Norrin, congrats on the release! :D
Manzilla
Jun 2 2009, 14:50
outstanding, ok now go a bit further and make sling load scripts :o) woohoo wouldnt that be great.. would make bringing a repair truck and engineer to another downed chopper faster and more fun lol...
I wonder if Mando hitch works in A2. I'll try it one of these days.
Norrin,
Great work as always, I'm guessing this means we'll see more from you in the future, welcome to ArmA 2 :yay:
Jamie.
Squirrel (TheExperience)
Jun 3 2009, 09:55
thanks norrin :dancehead: :inlove:
Thanks again to everyone for their well wishes. There's hopefully some exciting developments ahead for this project (can't say too much now) that will add enormously to the aesthetics of the script as Deanosbeano has kindly agreed to work with me on this - so rather than a half arsed fast rope addon you're hopefully going to get something quite amazing.
@<hidden> - trying to get Spooner involved with the VBS2 SCUBA scripts/addon mate as the functionality of his own SCUBA project far exceeds my own. Revive is also on the way (spent quite a bit of time working on it last night sorting the new drag animations) but there are still some annoying dialog problems that need to be resolved before it can be released.
Manzilla
Jun 4 2009, 00:04
This is a great addition so early. I've been trying to play around with this but I'm stuck. Is there a way to keep the ai controlled heli grounded until I'm ready to get in and get dropped some where? And a way to tell the heli where I want to be dropped.
I must admit I haven't had much of chance to play with the editor ARmA2 but you should be able to do that with synchronised waypoints - don't quote me on this but I think its something like synchronise a getIN waypoint with your avatar - please someone correct me if this is wrong. Once he's in, the chopper should start moving to other waypoints that you have place in the editor.
There's also scripted ways of doing it eg the chopper "waitsUntil" the player is in cargo and then you add the chopper waypoints with a script but this is a bit more complicated.
The ability to tell the chopper where to go (eg using mapclick) will have to come in later version of the addon.
Norrin, ACK on the VBS2 script, no rush from me mate, I'm enjoying A2 now, especially after showing off high command and watching the bosses reaction LOL. Looking at using your fastrope script in a demonstration scenario, will let you know how it goes.
Cheers,
Jamie.
I still cant get it to work
nul = [BH, 15, move1] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf";
is what i put in the waypoint act
1in1class
Jun 10 2009, 17:34
Any way of makeing this where its an addon? By putting the scripts in the choppers in ArmA 2 so that the player does not have to put the script in all the time. Like haveing it put in the choppers via and the player just dl and the script is already in the chopper and you just got the option to do so.
Yeah thats very doable but its up to the chopper addon makers to do if they want to. Probably best to wait until the newer version of the fastrope addon is available though.
monty67t
Jun 11 2009, 00:04
I'm loving this addon Norrin, great job! I have two questions/suggestions. First, do you think you could make the rope look more like this one?
FAST ROPE (http://www.attackopgear.com/Fast-Rope/3336680.html)
Second, is there a way to make the rope sway so it's not like a solid pole?
Thanks,
Monty
Hi monty,
DeanosBeano fantastic rope system, which we are in the process of combining with my scripts, allows for animated ropes that are deployed gradually (so you can see them drop) and look a lot more flexible. We are also incorporating two ropes per chopper, once that's working working we'll post the revised addon and then begin adding new features.
norrin
monty67t
Jun 11 2009, 01:22
Thanks for the info. That sounds great! We are very fortunate to have talented people like you guys in the community.
1in1class
Jun 11 2009, 03:12
Yeah thats very doable but its up to the chopper addon makers to do if they want to. Probably best to wait until the newer version of the fastrope addon is available though.
Newer version sound nice cant wait till the US release, when it is could you think of makeing the script into the BIS choppers then? Just would love to have this in the choppers of BIS and as you said maybe the addon makers of the choppers could put this script in.
PhunkMaZ
Jun 12 2009, 22:12
I don't understand why BIS ripped out the rope system of the attachTo command which is included in VBS2's attachTo. That would make all that thinks easier :confused: The pro vs. entertaining-market argument cant be the reason because realistic ropes was a wish since A1.
CarlGustaffa
Jun 12 2009, 22:34
Because a flexible rope requires PhysX? I'm not sure, but body simulation (rigid, flexible, multi, cloth etc) is usually extremely hard to do.
1in1class
Jun 15 2009, 01:49
Because a flexible rope requires PhysX? I'm not sure, but body simulation (rigid, flexible, multi, cloth etc) is usually extremely hard to do.
Well as you can see it has been done look at what addon topic your in lol.
PhunkMaZ
Jun 15 2009, 03:19
Norrin has done a great job, thats for sure. But i'm talking about real ropes and not static "rods?". I think in VBS2 they use small rope-parts connect together to a long bone similar to a backbone. With static ropes cargo and the vehicle looks glued together. Also, with physically simulated ropes we might be able to tow objects.
@<hidden> - Yeah I'm not sure whether the VBS2 attachTo rope system would be appropriate for fast roping. I've actually tried to do this in VBS2 and had a hard time attaching the unit to the VBS2 rope so I used a static rope system in VBS2 as it was much easier. On the other hand for units rappeling out of a chopper it may work. But don't worry DeanosBeano has created an animated fastrope that looks infinitely better than the current static rope. With this new system we should be able to do most of things you're suggesting - towing units, lifting stretchers etc.
@<hidden> - Just to clarify I think the VBS2 attachTo rope system was introduced in a build of VBS2 that pre-dated the introduction of PhysX in the sim.
CarlGustaffa
Jun 15 2009, 11:40
Rgr that.
@<hidden>:
Spot the difference in the engine:
Arma2 (http://community.bistudio.com/wiki/attachTo): Object attachTo [TObject, Offset, MemPoint]
VBS2: (http://community.bistudio.com/wiki/attachTo_(VBS2)): obj1 attachTo [obj2,offset,mempoint,rope,bone]
If these additional options require PhysX, we're better left without them. The current attachTo might have some limitations, but it beats the crap out of the old setPos we were forced to use :)
Towing with a rigid bone should be possible now as well, with some clever math skills, even if the bone parameter is not used. We might end up with update problems in multiplayer like we had for setPos, but at least it will be possible and not the object lagging behind.
1in1class
Jun 15 2009, 15:38
Alll ok got ya. I understand ya but in OFP this was used and looked vary good, this video showing the fast rope looks good also so why not just put this one in? Whats so bad about it? From what iv seen about the engine there that you have posted your talking about doing it as in self not as static. This looks good if ya looked at the old OFP there fast rope looked good too, OFrP had an nice one too i guess they were static also but were diffrent in ways.
I am havin some problems with the Fastrope in MP with human players.
When i'm flying with AI's crew, the fastrope works normally, but when there is a human player the fastrope only work once. aftar that it bugs and noone can use it anymore.
http://img241.imageshack.us/img241/440/arma22009061500312267.jpg
Best regards.
I'm using a slightly newer version of the addon but I'm not seeing that problem with 2 players on a dedicated server. Have you named the units that you wish to fast rope and the pilot in the editor? If you have can you please give me a few more details on what led to this problem - the more the better so I can try and reproduce it myself and find the cause.
Flarmapoint 2
Jun 23 2009, 18:05
wow awesome mod buddy :D any updates?
can anyone help me, I last made a mission for OPF, which was easy just use BAS addon's :)
Shame they don't work in ARMA2 :'(
I tried the instructions in this thread to make a mission with me as the pilot flying an AI Squad into a hot zone and drop them using the fastrope, I have the AI Squad in the chopper, and fly it to the location, I hover (tried between 10 and 40 on the altitude) and 0 in the speed, and no option appears to allow the fast rope.
Any thoughts? I am sure I have missed something obvious.
If you like, send me your mission to my email address here (norrin@<hidden>) and I'll take look at it.
norrin
thanks sent it over, sure it is something stupid I have missed.
grande1982
Jun 26 2009, 13:45
Hello Norrin, the addon is compatible with the version 1.02??
Northern Dogmeat
Jun 26 2009, 17:24
I have 1.02 and this addon seems to be working just fine.
kylania
Jun 30 2009, 19:52
Rgr that.
@<hidden>:
Spot the difference in the engine:
Arma2 (http://community.bistudio.com/wiki/attachTo): Object attachTo [TObject, Offset, MemPoint]
VBS2: (http://community.bistudio.com/wiki/attachTo_(VBS2)): obj1 attachTo [obj2,offset,mempoint,rope,bone]
If these additional options require PhysX, we're better left without them. The current attachTo might have some limitations, but it beats the crap out of the old setPos we were forced to use :)
PhysX is included as software with Nvidia cards of the 8 series and better. No reason not to include them in games these days since you no longer need a separate card to take advantage of the system.
Does anyone have an example of a waypoint script that I can use for this addon I have it working except for the fact that the chopper stays at the site after the drop off any help with this waypoint script would be great
Daveyboy154
Jul 15 2009, 21:45
Hi
Being a complete and utter noob I have probably done this in a really rubbish way but I have managed to get this working with a support chopper from the SECOPS module, so you can fastrope on demand. I checked with Norrin via PM if it was okay for me to butcher his work before posting it!
After installing Norrin's addon I did the following:
1) Place a SECOPS module and name it (in my case - I named it SECOP. For originality's sake.) Synch it to the player.
2) Follow the steps in this thread to get it working with the chopper of your choice: http://forums.bistudio.com/showthread.php?t=73329&highlight=secop
Specifically, I named my chopper patrol2, then put this in my init.sqf:
Patrol2 flyInHeight 40;
SECOP setVariable ["settings", [[], true, nil, nil, false]];
[["transport"],player] call BIS_SOM_addSupportRequestFunc;
SECOP setVariable ["TSS_vehicle_custom", Patrol2];
sleep 5;
["transport", player] call BIS_SOM_addSupportRequestFunc;
3) In the init field of my chopper (an MH60 in this case) I put:
Patrol2 addAction ["Fastrope", "fastrope.sqf"];
4) I then created a fastrope.sqf using Norrin's waypoint on act code:
_heli = _this select 0;
Patrol2 land "NONE";
nul = [_heli, 30, "move.sqs"] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf";
5) I set up a marker named "WP1" back near by chopper's starting point and then used Norrins move.sqs (with one waypoint removed.)
;chopper_move.sqs
_heli1 = _this select 0;
_group = group _heli1;
~2
_heli1 flyInHeight 40;
_waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15];
_waypoint0 setWaypointType "MOVE";
_waypoint0 setWaypointSpeed "Normal";
exit
Now I can call for a chopper in the usual way (via request support), hop in and give a disembark destination. The choper has an action attached named fastrope, which I click as the chopper slows to land, but before it begins it's descent. It should hover, fastrope you and your crew then head back home and land to await your next call.
Hope this is useful for someone. As a total noob I was so pleased that I got something to work (without really knowing what all the scripts do, it has to be said) that I felt compelled to post it!
Dave
I might have to try it that way but for right now the only thing not executing is the last waypoint script. i am using this line as provided by the read me.
nul = [a, b, c] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf";
a is the name of the helicopter;
b is the distance the AI units fan out after fast roping; and
c is the chopper waypoint script that is activated after fast roping is complete
so mine looks like this:
nul = [usheli1, 10, c] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf";
When I try to add the C Parameter
nul = [usheli1, 10, move1.sqs] execVM "FastRope\scripts\fast_rope_AI_pilot.sqf";
I am then asked to add a [ and I am lost at that point.
My confusion is that it wont allow me to run the command I know the script could be wrong cause of my own helicopters name but why cant I add the C Parameter?
I would think that where ever there is a call for the heli in the move script I would need to change it to usheli1 in the script
;chopper_move.sqs
_heli = _this select 0;
_group = group _heli;
~2
_heli flyInHeight 40;
_waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15];
_waypoint0 setWaypointType "MOVE";
_waypoint0 setWaypointSpeed "Normal";
_waypoint1 = _group addWaypoint [getMarkerPos "WP2", 7];
_waypoint1 setWaypointType "MOVE";
exit
Any help is appreciated
Daveyboy154
Jul 16 2009, 12:26
I'm a complete noob, so I might be wrong, but have you got quotation marks around move.sqs in the editor, as you haven't in the code you posted?
Dave
Well see what your saying is exactly right and why I had a problem, What I really failed to do as a noob is to load the mission that came with the script and watch it first hand looking at all of his init lines thats what really makes me a noob.
So Can you tell me why that command needs a set of quotes there? I would love to be able to start recognizing some of the syntax errors myself.
Also now that I have it working this way I would love to find this secops program I have looked online and I fond things to read is this secops thing just the new modules that arma has like a (civ module, and an artillary module) ?? or something different?
thanks alot for the posts daveboy
Daveyboy154
Jul 16 2009, 14:55
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
Blueteamguy
Jul 18 2009, 21:54
This Rocks, but i'm not sure i'll use it much because i suck at scripting :p
1in1class
Jul 19 2009, 01:51
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.
Daveboy Im having a problem setting it up your way can you post yourmission so i can get a better look please???
TangoRomeo
Jul 19 2009, 07:21
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.
Daveyboy154
Jul 19 2009, 19:38
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
Fast Rope Update (Version 0.2)
http://norrin.org/images/ArmA2/fastRope/FR1.jpg
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
1in1class
Aug 24 2009, 13:58
Nice nice:thumbs-up:
vmaclan
Aug 26 2009, 09:48
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
vengeance1
Aug 31 2009, 13:07
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
the mission in the RAR is .pbo..I don't understand how to get it to work in the game
You need to de-pbo it. I use cpbo by Kegety.
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. :)
http://www.youtube.com/watch?v=wanjUwJgmAo
vengeance1
Oct 24 2009, 01:29
That's nice NORRIN, looking forward to that script.
EletroBull
Oct 25 2009, 21:22
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.
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.
EletroBull
Oct 26 2009, 19:53
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?
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 @<hidden> 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@<hidden>.
http://norrin.org/downloads/ArmA2/fastRope/fastrope_beta0.3.rar
@<hidden> - sorry - not that I'm aware of.
Caxton Gibbet
Nov 8 2009, 08:30
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.
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?
Das Attorney
Nov 9 2009, 00:10
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 :)
KrAziKilla
Nov 9 2009, 13:08
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?
Caxton Gibbet
Nov 9 2009, 15:17
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
KrAziKilla
Nov 9 2009, 15:39
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.
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: http://www.youtube.com/watch?v=TdJ6vuzKiL4
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
@<hidden> 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.
Hahaha, that video is awesome, nice work man :)
KrAziKilla
Nov 9 2009, 23:29
here another mission i am working on. maybe you remember it from somewhere:
http://www.youtube.com/user/krazikill0r#p/a/u/2/5AcPUSHhXuQ
best to watch it while listening to this song:
http://www.youtube.com/watch?v=ihSlfNgCG3A
still this damn chopper isnst standing totally still when fastroping them^^
arma problem, or addon problem?
KrAziKilla
Nov 10 2009, 03:06
ah, sry doublepost. too tired. pls delete
Update MP Fast Rope Addon (beta 0.4)
Download:
http://www.norrin.org/downloads/ArmA2/fastRope/fastrope_beta04.rar
Archive Contains:
Addon
Mission
Updated bis keys
Fixes:
- if fast ropes were released by a player pilot while units were still roping only one rope would detach and fall to the ground and the other would remain attached.
NB: Script works in exactly the same way as the previous version
@<hidden> Sandmann - thanks for identifying this bug mate
ADuke's helos have also been updated to include this fix, see: http://www.armaholic.com/page.php?id=7356
Hi norrin,
I love this mod, but twice now about 6 of the units in the chopper are dead on the ground after fast roping. This happened once at a hot LZ, so I thought nothing of it, but the second time there were no enemy ai around. After about half the load comes down, the rope drops, and the rest fall to their death. Now that I think of it, both times it was the MH 60. I'll test the Huey.
I see no one else has mentioned this, so perhaps it is my own error. I am running one mod that may conflict and that is the VFTCAS - Terrain Collision Avoidance System.
I'd be grateful for any light you can shed on this situation.
Khugan
Hi norrin,
I love this mod, but twice now about 6 of the units in the chopper are dead on the ground after fast roping. This happened once at a hot LZ, so I thought nothing of it, but the second time there were no enemy ai around. After about half the load comes down, the rope drops, and the rest fall to their death. Now that I think of it, both times it was the MH 60. I'll test the Huey.
I see no one else has mentioned this, so perhaps it is my own error. I am running one mod that may conflict and that is the VFTCAS - Terrain Collision Avoidance System.
I'd be grateful for any light you can shed on this situation.
Khugan
Hi Khugan,
I've noticed myself that the timing of the rope detach by an AI pilot can cause problems like your describing when fast roping a large group of units - up to 6 units seems fine though in my tests. How many units are you fast roping at one time mate? If its a lot may be try a smaller number of units and see if its OK. I may need to tweak the timing of the script slightly to allow for this so either way let me know the group size. If you're having problems with a small number of units eg 6 send me your mission to here (norrin@<hidden>) and I'll take a look.
norrin
Thanks norrin,
I beleive it was a USMC rifles squad minus 2 maybe, I think? I'm not positive on the amount, but for sure greater than 6. I'd guess 10 or 11. In my mission I have switched that wp to an unload because it just makes more sense to put troops on the ground directly when bullets are flying. :D
Adjust your mod as you like, but I can live happily with a 6 troop limit.
Thanks again,
Khugan
Thanks for the extra info Khugan,
I'll try some larger group sizes (>6) and see what happens and will adjust the scripts accordingly.
For anybody reading this the current size limit only relates to when an AI pilot is driving the chopper, if its a player pilot then the fast ropes can be deployed for an indefinite amount of time (ie. as long as you like) so you could have 30 units fastrope if you so desired.
zonker3210
Nov 14 2009, 05:10
I've also experienced this issue when a six-man AI team is inserted by an AI pilot. I think it'd be nice to have the ability to pass in a delay to the script via parameter...some number of seconds to force the chopper to remain overhead for a bit longer if needed. In some ways, that might be more helpful than hardcoding a value into the addon itself. Not sure how much work that entails, though.
Regardless, I think this is a great addon, norrin & DeanosBeano. Thanks for making this!
Fast rope version 0.05
Download:
http://norrin.org/downloads/ArmA2/fastRope/norrn_DBO_fastrope_ver05.rar
Fixes:
1. Incompatability with ADuke's Black Hawk Down helo pack
2. Over-ride timer now included for AI pilots fast roping units - fixes dropping of ropes by AI pilots before all units have fast roped
How the over-ride timer works:
When using the onAct in WP method for getting AI units to deploy fast ropes eg.
nul = [helo, 1, 25, "move2.sqs"] execVM "\ad_helos\FastRope\scripts\fast_rope_AI_pilot.sqf"
The third parameter in the script call ie. 25 now relates to the number of seconds that the AI fast ropes stay in place - 25 seconds is more than enough time for your 8 units - maybe even 20 would be adequate. NB: if the default timer is higher, as generated by the scripts themselves, then the ropes will stay for the longer time
NB: Addon only works for MH60s, UH1s and MV-22s - if someone wants to send me the attach points for the ropes for the Russian helos I'll add these in the next update
vengeance1
Nov 16 2009, 12:45
Thanks NORRIN that takes care of a troubleshooting problem I was having! :)
Nice work on this by the way!
Raserisk
Nov 22 2009, 23:18
I apologize in advance, I'm pretty new to ARMA 2 addons and extracting them to the proper places. I mainly use the game for the editor to create battles that I enjoy watching or taking part in :)
To the point however; I am wanting to install this, and so far I have found out that most addons go to ARMA/Addons, or just the root folder. But I don't understand these instructions
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_pilo t.sq f";
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 override timer - the mission maker can now set how long he wants the AI pilot to deploy ropes, 20 - 25 seconds is ample for 8 units; 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).
Where do I find THIS stuff?? Do I have to go into the ARMA 2 game files and edit them myself, or is it apart of the Scripts options in the editor?? (still trying to learn that properly as well!)
I appreciate feedback...Thanks for your time
Hi Raserisk,
Firstly, I strongly recommend you use mod folders (see this how to method: http://www.armaholic.com/plug.php?e=faq&q=18) when using community made addons in ArmA2.
The line: nul = [chop1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf"; (please note typos in what was posted)
with variables modified to suit your mission, goes in the onAct line of the waypoint in the editor where you would like the units to fastrope - if you're unsure of how to do this then open the example mission that comes with the addon in the editor and click on the final WP for one of the choppers with waypoints and you'll hopefully see what I mean.
Make sure you also set the flyInHeight of the chopper to less than 35 - this can be done either in the waypoint or in the init line of the chopper in the editor.
norrin
larsiano
Nov 23 2009, 03:02
Hi Norrin, Thanks for this great mod!! Is there any chance of the russian choppers doing some fast roping in the future ?
Raserisk
Nov 23 2009, 05:02
Unfortunely after trying for about an hour, I just can't seem to get it. I decided to do a modfolder with this one; correct me if i'm wrong
1. Created an "@<hidden>" folder in the ARMA 2 Folder (dont mind " ", I also have the STEAM version) and put a folder INSIDE of THAT named ADDONS
2. Extracted all neccary files to @<hidden>
3. Went to ARMA 2 in my steam games list, right clicked, went to Properties, Set Launch Options, added the code -mod=@<hidden>
4. Booted up a game, put a Black hawk, with 4 soldiers in cargo, grouped together.
5. Added code with my own modifcations -
nul = [chopper1, 1, 10, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilo t.sq f";
6. Set a move waypoint from the black hawk to the area, with waypoint having; CARELESS action, along with LIMITED speed.
***7. Issue, once approaching zone, it said Script was NOT found. I put the code into the "ActOn" box as well.
------So basically, there are several key points I'm having issues with proper addon installation for ARMA 2.
Mainly,
-Properties, since I have the STEAM version, is there any other way to put the code in besides the launch options given? (you can only have a max of 4 codes before space reaches max)
-Am I installing it right, first of all?
This is a very awesome addon I would like to have, especially once the zombie one is released and I appreciate the time you, or anyone else takes to read this. Thanks again
Das Attorney
Nov 23 2009, 17:14
1. Created an "@<hidden>" folder in the ARMA 2 Folder (dont mind " ", I also have the STEAM version) and put a folder INSIDE of THAT named ADDONS
2. Extracted all neccary files to @<hidden>
Did you put the files inside @<hidden>, or inside the "addons" folder (which is inside @<hidden>?
The correct way is to put the pbo's inside the "addons" folder, which is located inside @<hidden>
Raserisk
Nov 23 2009, 19:35
Yes I put the folders inside of that secondary folder. :)
Das Attorney
Nov 23 2009, 20:03
On the line of your code, check that there is no space between "sq" and "f" and also there should be no spaces in the word "pilot".
It should read:
nul = [chop1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf";
You appear to have put some spaces in there.
The easiest way to try it is to load the example mission in the editor and play around with the values. You can even CtrlC the chopper and waypoints & then drop them in a new map. :)
Raserisk
Nov 23 2009, 20:33
I tried looking for the saved mission in both maps..Couldn't find it. If I knew it was so much more difficult to add Addons on the STEAM version I should of just got the retail version instead!
I think I am just going to go back to step 1 and that's firstly getting the files in the right places. I recently made a shortcut to the exe and tried to link my mod folders up with it. I posted on the steam fourms for support haven't gotten much replies, I will drop it here I soppose
Here's what I did for the island addon - Panthera.
1. Made shortcut linking to ARMA 2.Exe file
2. Target follows as -
"C:\Program Files (x86)\Steam\steamapps\common\arma 2\arma2.exe"
3. Following that I added to the end of it,
"C:\Program Files (x86)\Steam\steamapps\common\arma 2\arma2.exe" -mod=@<hidden>
Now for SOME REASON it won't work doing that. But works fine in the Steam launch options, but its pointless doing that with limited text space.
Das Attorney
Nov 24 2009, 01:25
Okay, when you download the Norrin Fastrope pack, there should be a mission somewhere inside called 'norrn_dbo_fastrope.utes'
You need to move that file to the following path (I think it's the same for the Steam version): My Documents>Arma2>missions
Then you can open the mission when you select Utes as the map in the editor.
Have you tried one of the Arma launchers? You can add infinite mods, so there isn't any issues about limited text space. The Alpinestars launcher is pretty good. Have a look through the thread for Steam compatibility. There shouldn't be any issues though, as it asks you to define the path to the Arma 2 folder. Mods go in the folder as usual. It detects them and gives you the option to activate/leave inactive as desired.
Hope that helps, DA (sorry Norrin for hijacking your thread ) :)
Update version beta 0.6 - the Russians are coming
Download:
http://norrin.org/downloads/ArmA2/fastRope/norrn_DBO_fastrope_ver06.rar
Changes
Nothing too spectacular just added the ability to fastrope from Mi-24s. This is quite cool as I've animated the side doors on the helo to open before ropes are deployed and then close when the ropes are dropped. Addon works in the same way as the previous version.
@<hidden> Attorney and Raserisk - hope you get it sorted guys :)
Das Attorney
Nov 24 2009, 22:47
Nothing too spectacular
I beg to differ :)
Cool cool :) Thanks for the update, have been wanting to drop some crack Russian troops since first trying this mod.
---------- Post added at 11:47 PM ---------- Previous post was at 10:51 PM ----------
Just tried the sample mission - the animation for the doors is awesome. Well done! :)
Raserisk
Nov 24 2009, 22:52
Amazing.
I finally got it working, after a huge struggle getting addons to load properly with the STEAM version (had to re-direct to addon launcher and launch the game that way, can't use Steam unless I only want to load like 1 addon)
Looked at the example mission, got it down pat, then set off to edit my Panthera - Black Hawk Down esque mission in New Skooma. With several squads of U.S Marine trapped in the Park and dozens of insurgents attempting to over run them, it seemed logical that I have rescue on the way. U.S forces operating out of Smuggler's Airport quickly sealed off the penisula.
As Twlight began in to set in, the desperate insurgents still not being able to overwhelm the Marines began setting off bombs (BQM-74's) in rapid succesion. A convoy of humvees and a rag tag bunch of soldier's began to form up what was left the survivors in the city to make one last break into the Zoo and quickly get the hell out of town.
Minutes, hours, later, air support was calling in as Cobra's began their sweeps over the city, the convoy was still trying to get to the heart of the city but began being mercilessly slaughtered as insurgents sorrounded them. On standby off shore, two Black Hawks filled to the brim, were given the go ahead and rappell in and assist. No support was availiable so it was a risky mission. Within seconds, the black hawks marked their proper LZ landings, and wished the Marines the best of luck as they rappeled (Woo!!!!) downward into the city. Night was near at hand.
Finally after much bloodshed, and even a few Cobra's being shot down, the convoy broke into the Park to find a bloody battle had been waged, insurgents had thrown themselves at the soldier's in a do-or-die situation. It was unfortunate that there were no survivors. Corpses littered the ground, and with a much drawn out sigh, the call to retreat sounded. It then became a free for all as anyone that still had 2 legs or miraculously hadn't of been injured, ran, or limped to get the hell out of New Skooma.
At dawn a squadron of B-52 bomber's carpet bombed and obliterated the city.
Sneaker-78-
Nov 24 2009, 22:59
Still great to see it updated .. !
But we still must manually put a line in the mission editor on the chopper that we want to use for ropes?
Is it not possible that it goes automatically for each chopper that carries troops ?
But still a great mod and verry usefull !!
vengeance1
Nov 25 2009, 12:33
NORRIN,
Did you lower the min drop rope distance below 10m? So we can get under MMA Radar?
Thanks
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
@<hidden>
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.
Mandoble
Nov 26 2009, 20:46
MMA radar detecting too low choppers, then just raise min detection alt for air targets in the missions:
mando_minairalt = 20;
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...
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
Thanks Norrin much appreciated:)
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.
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?
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 :)
[GLT] Legislator
Dec 5 2009, 18:00
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? :)
i tried to use the 160th soar helicopter an it doesn't work. Can anyone help me try?
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.
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
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
@<hidden> - 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
vengeance1
Dec 18 2009, 12:43
Thanks NORRIN for keeping us updated! :)
Nephris1
Dec 18 2009, 13:18
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.
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?
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.
Thanks norrin, works perfectly now. :)
NORRN Fast-Rope Goto Script
© JANUARY 2010 - norrin (norrin@<hidden>)
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
Manzilla
Jan 14 2010, 02:09
Wow! I love this idea. Thanks!
vengeance1
Jan 14 2010, 12:55
Great idea NORRIN, any issues using it with ACE?
*edit* srry nvm
@<hidden>
Btw. to answer your question. Tried this with both ACE and CAA1 on Avgani map. Worked without a problem. :D
Manzilla
Jan 18 2010, 15:14
This is fantastic.
vengeance1
Jan 18 2010, 15:46
*edit* srry nvm
@<hidden>
Btw. to answer your question. Tried this with both ACE and CAA1 on Avgani map. Worked without a problem. :D
Thanks, I tested also in my case with DOM not ACE version but using ACE if I use the NORRIN version of Fast Rope (manual entry in sqm) not the ACE Version it worked fine.
NORRIN, it would be nice if you could figure out how to respawn the manned helo if it should get Toasted!
Nice Work!
Manzilla
Jan 18 2010, 15:48
Thanks, I tested also in my case with DOM not ACE version but using ACE if I use the NORRIN version of Fast Rope (manual entry in sqm) not the ACE Version it worked fine.
NORRIN, it would be nice if you could figure out how to respawn the manned helo if it should get Toasted!
Nice Work!
I've been using it with ACE2 and it works great.
vengeance1
Jan 19 2010, 12:47
I've been using it with ACE2 and it works great.
Sorry Manzilla I probably wasn't being very clear, yes it works in ACE what I meant was if you use the ACE Fast Rope Module then it does not work, you have to use the NORRIN version of Fast Rope. At least in my mission of DOM on Duala.
Thanks
CaptainBravo
Jan 20 2010, 09:58
I love the insertoin extracton script! The only bug I found is when the chopper comes back for refuling, the gunners get out and never come back again! So when it flys off for pick up, it has no guns.
To make the chopper use several way points to get to insertion instead of straight line, is to cancel before reaching destination and setting a new point. It is a work around.
To make the chopper use several way points to get to insertion instead of straight line, is to cancel before reaching destination and setting a new point. It is a work around.
I don't understand, I simply use move waypoints for moving and add script exec to the last one and it works... AFAIK you can have as many move waypoints in between...
CaptainBravo
Jan 20 2010, 10:52
It works with move points. However, I want it to be dynamic depedning on mission. I will try using with high command and add action to excute script.
Great script,
I am using it in a mission and one problem I am having is when the teamleader revives/respawns He loses the ability to call for extraction.
Would it be possible to trigger the extraction with radio?
Manzilla
Jan 26 2010, 15:00
Is any one else having trouble with the Call for Extraction action? It asks me to click on the map but the chopper never moves. If I teleport back to where he is he is just sitting there. Everything else seems to work though. It's a great addition.
NORRN Fast-Rope Goto Script Version 1.02
Here's an update: http://www.norrin.org/downloads/ArmA2/fastRope/NORRN_FR_gototest102.utes.rar
Fixes
* Gunners will now re-board the chopper after it returns to base
* Extraction call script will now work following the death and respawn/revive of a player
@<hidden> - When you get a chance try the new version mate and let me know if its working
Manzilla
Jan 27 2010, 11:24
NORRN Fast-Rope Goto Script Version 1.02
Here's an update: http://www.norrin.org/downloads/ArmA2/fastRope/NORRN_FR_gototest102.utes.rar
Fixes
* Gunners will now re-board the chopper after it returns to base
* Extraction call script will now work following the death and respawn/revive of a player
@<hidden> - When you get a chance try the new version mate and let me know if its working
Thank you norrin, I'll let you know.
EDIT:
I just tried it and it still doesn't work. I can select it from the action menu, then it asks me for the extraction location. When I go to the map and click it a hint says extraction location set but no marker appears. (Like it does when you select a fast rope extraction spot.)
But when I do all this the chopper doesn't move at all.
I'm using the example mission with ACE2 and have tried the "disable fast-roping" module and with out it. No luck though. Everything else works just fine.
Thanks Norrin, for the fast reply and update.
I just tried it and it still doesn't work. I can select it from the action menu, then it asks me for the extraction location. When I go to the map and click it a hint says extraction location set but no marker appears. (Like it does when you select a fast rope extraction spot.)
But when I do all this the chopper doesn't move at all.
I'm using the example mission with ACE2 and have tried the "disable fast-roping" module and with out it. No luck though. Everything else works just fine.
I ran a couple of quick tests this morning using the latest version of ACE2 and CBA on both a dedicated and local server and as far as I can tell it was all working fine - the extract action was creating a waypoint. Mate were you using any other addons? If not try updating ACE and CBA and see if you have any luck.
I put it in one of my missions and it works great. The only catch is do not die before you get the add action of extraction. If you die before the add action, then you will never be able to extract. Unless you go back and fast rope in again.
If you die after you get the add action extraction it works with no problems.
Nomadd
Manzilla
Jan 28 2010, 19:24
I put it in one of my missions and it works great. The only catch is do not die before you get the add action of extraction. If you die before the add action, then you will never be able to extract. Unless you go back and fast rope in again.
If you die after you get the add action extraction it works with no problems.
Nomadd
I'm talking about the "Call for Extraction" action that is always available if you remove the "//" from the other line in the init.sqf. Maybe I'm wrong but it sounds like you are talking about the extraction action that appears after you've fast-roped in.
My apologies if I'm wrong.
norrin,
I was trying to check that but I eventually tested it with just ACE2 and CBA and I still couldn't get it to move. I'll try again though. Thanks for the response.
EDIT:
I just tried it again with just ACE2, ACEX and CBA but the "Call for chopper extraction" still doesn't make the chopper move. I can jump in the chopper, fast rope and then call for extraction but I can't use just the "Call for chopper extraction" action. Weird stuff. Not sure what to say.
You are correct Manzilla I was refering to the "call for extraction" you get after you fast rope and the helo returns to base. I didn't try removing the // in the init.sqf. I will give it a try.
Nomadd
Manzilla
Jan 28 2010, 20:08
Let me know what you find. I'm not quite sure why I can't get it to work with only ACE2, ACEX and CBA running.
Sorry guys now you've got me confused :)
So if you set the fast-rope destination fast-rope, fast-rope then wait until the chopper gets back to base and you get the extraction action it all works fine?
But if you remove the comments "//" from the //NORRN_heliExtract_action = player addAction ["Call chopper extraction", "heloGoTo\extractionMapClick.sqf", player]; in the init.sqf then the you cannot extract without fast-roping first!
If this is the case then I must warn you the commented code in the init.sqf is just left over from when writing/testing the script and was never meant to work in game. If you do want a feature like this though ie. call for extraction without fast-roping first I can probably add it.
Manzilla
Jan 28 2010, 21:30
Sorry guys now you've got me confused :)
If this is the case then I must warn you the commented code in the init.sqf is just left over from when writing/testing the script and was never meant to work in game. If you do want a feature like this though ie. call for extraction without fast-roping first I can probably add it.
Ahhhh that's what's going on. Yes an option to call for extraction without using the heli to fast-rope in would be great. Just a transportation type option as well.
My apologies for the confusion.
Goto Version 1.03
Download
http://www.norrin.org/downloads/ArmA2/fastRope/NORRN_FR_gototest103.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 or following the landing of the chopper. 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 in ArmA2 version 1.05 on a dedicated server
To add to your mission: (Note some of this has changed)
1. Ensure that the NORRN_DBO_fastrope addon is in the appropriate addon directory
2. Copy the "scripts" folder that contains the "heloGoto" sub-folder folder from the example mission into your mission folder. If you already have a "scripts" folder in your mission then just copy the "heloGoTo" subfolder in to it.
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 the
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 "scripts\heloGoTo\heloGoTo_init.sqf";where:
helo1 is the name given to the chopper in the editor
6.If you want to have the ability to call for extraction from mission start (ie. without having used the chopper to get to some location) make sure in the init.sqf file you put some code like:
player setVariable ["NORRN_FR_gotoHeli", helo1, true]; where:
player - is player or the name given to the playable unit in the editor
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 or chopper land destination (chopper will land at this point).
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 it will remain there (with engine running) until the all clear is given.
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, set a new fast-rope destination or land destination.
Chopper Destination action.
Works in a similar way to the Fast rope destination, however, the chopper will land at the point designated and will remain there with the engines running until the "all clear" action is given. This will give you plenty of time (if needed) to unload the chopper get gear etc. Once the all clear is given the chopper will automatically return to base.
Changes to extraction system
Extraction works as in the previous system however the chopper will land and remain at the designated point (with the engine running) until the player uses the "all clear action". The chopper will then lift off - once it attains a height of approx 20 metres the action return to base, designate fatrope or landing point then appear.
Using this system you can now use the chopper for MedEVAC or tactical resupply etc
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.
Also if you want to set a complex flight path for your chopper while you are on board you can set a destination and then cancel it as you approach it and then set a new destination - that way you can approach a target from an any angle.
License
These scripts are not to be used for commercial purposes or to be modified without the author's prior consent
vengeance1
Feb 8 2010, 12:41
Thanks NORRIN, much appreciated.
Version 1.04
Download
http://norrin.org/downloads/ArmA2/fastRope/NORRN_FR_gototest104.utes.rar
Fixes
Some minor scripting errors
Works in the same as the previous version - to update just replace the heloGoTo sub-folder in the scripts folder with the one in the archive
shark-attack
Feb 10 2010, 11:36
Gday mate
cracking script ... love it
however i have a problem if an AI unit boards before the team leader the chopper takes off and holds position in a hover leaving the team leader unable to get in ...
anyone else have similar issues ?
edit
===
was using v1.03 problem fixed in 1.04
Rayers12
Feb 12 2010, 21:33
Can it use the Russian MI24V as a fast-rope vehicle?
Can it use the Russian MI24V as a fast-rope vehicle?
Yes it can :)
Manzilla
Feb 14 2010, 22:43
Is there a way to add this to multiple helis in game. I've tried a few different ways but it gives a bunch of extraction options in the action menu.
From my Init.sqf:
////////////// Norrin Fast Rope Set-up://///////////
// init.sqf
[helo1] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
[helo2] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
[helo3] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
// For extraction action at start-up
player setVariable ["NORRN_FR_gotoHeli", helo1, true];
player setVariable ["NORRN_FR_gotoHeli", helo2, false];
player setVariable ["NORRN_FR_gotoHeli", helo3, false];
I tried a few different ways as well but it still gives me 3 options for extraction or the helis won't work at all.
Any ideas about what I could do or is it not possible?
Another thing I'd like to know is if I can get a heli to respawn with a full crew and have it use this script. Basically I'd like to be able to use it again if the heli gets destroyed and have it respawn in the same spot just as it was when the mission started. I tried to use a basic vehicle respawn script but just an empty heli respawns and even if I man it with crew the fast rope option isn't there anymore.
Has anyone implemented this into a mission yet? I don't want it to be MP compatible. I just want the fast rope heli(named helo1 in the Editor) to respawn in a SP game when it's destroyed or crashes due to silly AI piloting skills. ;)
Is there a way to add this to multiple helis in game. I've tried a few different ways but it gives a bunch of extraction options in the action menu.
Any ideas about what I could do or is it not possible?
To be honest I've never tried it with multiple helis - will give it a go and see what happens - can you give me a few details on how you would like it to work and I'll try and make it happen.
Another thing I'd like to know is if I can get a heli to respawn with a full crew and have it use this script.
The respawn thing is not a big deal - will add that for the next version (oh and it will be MP compatible)
Manzilla
Feb 14 2010, 23:47
To be honest I've never tried it with multiple helis - will give it a go and see what happens - can you give me a few details on how you would like it to work and I'll try and make it happen.
The respawn thing is not a big deal - will add that for the next version (oh and it will be MP compatible)
Basically I just want to designate 3 different AI controlled heli's that are at my base to have the fast rope included. Just like in your example mission but 2 more heli's.
Basically I just want to designate 3 different AI controlled heli's that are at my base to have the fast rope included. Just like in your example mission but 2 more heli's.
So do you want to get a separate goto action for each chopper when you board one of the choppers eg. you jump in one chopper and three actions to "set destination" appear ie. you command where the other 2 AI piloted and AI filled choppers go? Or do you want to set the destination in one chopper and then have the other 2 choppers automatically move to within 40 metres of this position, for instance, and drop off their units?
Having all those actions could get messy.
Manzilla
Feb 15 2010, 01:11
So do you want to get a separate goto action for each chopper when you board one of the choppers eg. you jump in one chopper and three actions to "set destination" appear ie. you command where the other 2 AI piloted and AI filled choppers go? Or do you want to set the destination in one chopper and then have the other 2 choppers automatically move to within 40 metres of this position, for instance, and drop off their units?
Having all those actions could get messy.
I would like to be able use each independently. So depending on which one me and my group get into we can just order it to drop us off.
But also a way to control the other AI copter to drop of units in my group would be nice as well. So say I have a huge group that need to helis, it would be nice if I could get in one as team leader and order my team members to board the 2 helis and then order both heli to drop us of some where. Not sure if this is possible though but the more options the better in my opinion.
I hope that is easy enough to understand.
As far as the extraction in the action menu, if I have 3 AI piloted on a map I really only need one of them to be able to be called in this manner. That way there's not 3 actions in the action menu. With respawn of that heli available I will always be able to have at least one heli that can be called to extract via the action menu. I guess this wouldn't work for when I have a large group that needs extraction and only one heli comes. If there's a way to choose how many of the 3 will arrive that would be ideal but I don't know what's possible here.
Norrin,
I love this script it has added so much to my mission design. I have come across a problem though. Maybe, you can reproduce it.
I host and play from the same machine. When my friends and I get in the helo and goto fast rope destination works great, but if I die before the helo gets back to base . The helo just stops in mid air and I lose control of it when I respawn/revive.(I am using your revive/respawn btw not sure if this matters). To get around this problem, I just hide until helo is ready again. But one time I was shot as soon as I hit the ground, of course, no one else was hit.
Also, when I am doing mission design/test. If I fast rope/set destination. Then die before the helo gets back to base. I will never get the ability to call for extraction. If I go back to base and get in the helo I get the option to set fast rope destination though.
I usually need to call the helo multiple times in missions. So if I lose control of it it forces a restart.
ATM I am using ACE,GL4 and ZuesAI.
Problem solved... Just a silly mistake.
Thanks for your addon.
Is it possible ability to fast rope from Mi-8, i try but any succé
Version 1.05
Download
http://www.norrin.org/downloads/ArmA2/fastRope/NORRN_FR_gototest105.utes.rar
If you are already using version 1.03+ then just copy the "heloGoTo" subfolder from the archive over the existing one in the "scripts" folder.
Fixes
1.05
* Added respawning aerial taxi choppers
* Allowed the definition of multiple aerial taxis in the init.sqf
eg.
[helo1] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
[helo2] execVM "scripts\heloGoTo\heloGoTo_init.sqf";
* Additional code to keep the chopper on the ground while units disembarking or boarding
* Myriad of code tweaks to improve MP and respawning player compatability
NB: You can only define one chopper as the extraction chopper at mission start in the init.sqf
Instructions for use
Please see the readMe.txt in the archive
@<hidden> - hopefully its fully ACE and revive compatible now - let me know if you are still having problems
@<hidden> - Respawning choppers and you can have several taxi choppers to move about in - you can only use one at a time for the time being though.
@<hidden> - glad you got it sorted
@<hidden> - I'm sorry but the fast-rope addon is not currently set-up for the Mi-8
Manzilla
Feb 17 2010, 03:20
Thank you norrin!!! But damn you, now I gotta update my mission again!!!!! ;)
Wow, thanks for the fast response Norrin.
I will load up the new version and try it out.
Nomad
Banister [506th Rec]
Feb 17 2010, 20:46
I can get everything to work except the fastrope, its like the bird starts to go but just doesnt. It just sits there and hovers. BTW im using ace so is there something I have to do I dont know about? Any help would be much appreciated. Also there used to be a script to have ai take you to a waypoint and fastrope you in
nul = [chop1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf";
it doesnt seem to work anymore.. ive tried everything... anyway to get a new one that works with the up to date goto version?
Version 1.06
Oops, I'm really sorry about this guys but something slipped through the testing process. :icon_redface: I've now fixed the problem with the fastropes.
Download
http://www.norrin.org/downloads/ArmA2/fastRope/NORRN_FR_gototest106.utes.rar
Once again, if you are already using version 1.03+ then just copy the "heloGoTo" subfolder from the archive over the existing one in the "scripts" folder.
Fixes
* Fixed problem with setting fast roping destination
Changes
* You can now start the mission in a vehicle and still get the extraction action (works with the AI pilot fastrope function available in the fastrope addon ie. fix the fastrope destination using the AI fastrope function and then call for extraction once the shooting stops).
Additions
* If starting in a taxi chopper the player leader by default gets the actions to set destination, however, if you wish to use the goto scripts with the AI pilot fastrope function that is part of the fast rope addon you can remove these actions by adding
NORRN_noAerialTaxiAtStart = true;
(See test mission for an example of this)
@<hidden> - I'm really sorry mate - I know you wanted to kill me last time - I hate to think how you're feeling now. Rest assured, unless someone else finds a show stopping bug this will be the final update for a while.
@<hidden> - I think your problem is with the line of code you are using it should read
nul = [chop1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf"; ie. no space between the sqf at the end - I think this error may appear in the fastrope addon readMe so its not your fault. Any way I've tested it now and it works fine, I even set it up in the test mission to show you it working (also used the new variable in connection with this - see above). I don't have the latest ACE on my laptop but in the tests I've run previously these scripts work fine with ACE.
Banister [506th Rec]
Feb 18 2010, 05:07
Thanks for your fast response and I got it working. Thanks for your help and quick update.
Manzilla
Feb 18 2010, 13:58
Damn you norrin!! ;)
Seriously it's all good. I could update these damn mission every 10 minutes if I really took the time. I'm always tweaking things and never getting much time to actually play all the way through. Just keep doing what you gotta do. This thing is such a wicked support option for missions, I'm just happy someone takes the time to get it in game. I always enjoy seeing new things added and tweaks done.
Well done sir!
I use this with ACE2 as well and never had a problem with conflicts. I do have the ACE2 Disable fastrope module on the maps, not sure if that matters. I'm wondering whether or not I could just use the ACE2 FR with this script and have it work the same, so I wouldn't need the actual norrin .pbo in my mission. I doubt this will work though.
Banister [506th Rec]
Feb 18 2010, 19:29
Had a question as far as how fast the players move down the ropes, is there anyway to tweak the speed?
@<hidden> - phew :) Its been quite a while since I looked at the ACE fastrope code but it probably should work as the the ACE system is loosely based off this one - it just depends on how they now activate the fastrope function. You could speak to Rocko or Xeno about it, the important line of code in Goto/Taxi scripts appears on line 73 of the FR_destination.sqf script and looks like this
[_heli, 0, 25, "scripts\heloGoTo\rtb.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf";
NB: These scripts should work with any helicopter in game (even without the fastrope addon loaded) but for some (for which the fastrope function hasn't been configured or if you don't have the fastrope addon loaded) strangely enough you wont be able to set the fastrope destination or more exactly you'll go to the fastrope destination and then nothing will happen or an error missing script will appear. I could add a switch to turn the fast-rope part off so you could then use these scripts just to set the land destination and for extraction - would mean another update to your mission though :)
@<hidden> - sorry mate the fast rope descent speed is hard coded in the addon I'd have to change it to do this
[GLT] Legislator
Feb 19 2010, 05:25
Hiho Norrin,
I've been interested in this addon for while. However I skipped it because of some issues in previous versions. Are there any issues known in the current release? Maybe addon conflicts or mp issues?
Hiho Norrin,
I've been interested in this addon for while. However I skipped it because of some issues in previous versions. Are there any issues known in the current release? Maybe addon conflicts or mp issues?
As far as I know mate both the addon and the goto/taxi scripts are fully multiplayer compatible and I'm not aware of any incompatibilities with other addons. If you're using ACE I'd recommend you don't use the ACE fast-ropes as the two systems may conflict but I've never physically tried so I don't know for certain, what I do know is if you just use this addon with ACE there doesn't seem to be any problems. So in short I'm definitely not completely certain that there aren't any problems. :crazy_o: :)
PS: If you're referring to the report errors relating to missing geometry, then no I haven't done anything about them - I know what needs to be fixed but as they don't affect the functioning of the addon its never seemed like a high priority - maybe I should fix them.
As the helicopters don't come with co-pilots I manually add them in. Problem is when I use the fast rope the co-pilot comes along for a ride.
Is there any way to stop this from happening?
As the helicopters don't come with co-pilots I manually add them in. Problem is when I use the fast rope the co-pilot comes along for a ride.
Is there any way to stop this from happening?
Unforunately not snafu. The addon identifies who will fast rope by where they are sitting in the chopper using the assignedVehicleRole command. So if you're not either a gunner or a driver you're coming along for the ride and the guys you are assigning as co-pilots would be considered cargo by the game. Having said that the UH-1 co-pilot is considered a gunner by the game so you could possibly use that type of chopper. Alternatively, you cold write a little script that makes the "co-pilot" get back in if he gets out of the chopper.
shark-attack
Feb 20 2010, 05:56
hi mate
out of curiosity i tried to get these great scripts to work with the RAF chinook ... works to an extent however the ropes are not deployed .. troops go through the motions of deploying but with no ropes they fall to their death ...
however every other feature works ... was wondering if is it possible to disable the fast rope action and use as a chopper taxi script .
best wishes mate
Hiya Shark,
Yep the scripts should work for any chopper - the only thing is that you can't use the fastrope destination option on choppers its not configured for. In the next update I'll disable the fastrope option for choppers its not applicable to so only the "land destination" action appears.
norrin
vengeance1
Feb 22 2010, 12:37
Good idea. Thanks
NORRIN, is it possible to give it a Incoming vector and a Outgoing Vector waypoint? Otherwise it can tend to fly right into direct line of fire.
shark-attack
Feb 22 2010, 21:38
nice one mate ...
looking forward to update ....
any plans to configure fast rope to fit available CH47 (variants) ...
would be a great touch ..
or is it out of your hands ?
best wishes
Raserisk
Mar 12 2010, 19:01
Hello Norrin, not sure if you remember or not, but got another Q for ya.
Why is it, that after the "Rappel" waypoint, you can't place another waypoint? Like, if I wanted the Helicopter to rappel, then head back to base.
Everytime I try to put a move waypoint or whatnot after the rappel waypoint, the helicopter completely bypasses it and goes straight to that move destination which annoys me frankly since I don't want the helicopter to remain immobile in the air after dropping off troops.
Why is it, that after the "Rappel" waypoint, you can't place another waypoint? Like, if I wanted the Helicopter to rappel, then head back to base.
Hi mate,
If you're talking about after an AI pilot inserts the player and his team via fast-ropes then you can give the AI pilot waypoints once all the units have disembarked the chopper.
If you look at the 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";
"move1.sqs" - is waypoint script that runs once the fast-rope is over, using this script you can get the pilot to move anywhere you like etc - there's an example of it in the test mission
norrin
Raserisk
Mar 13 2010, 07:31
Yeah, still bypasses. In that test mission I saw how the helicopter unloaded the troops then flew off to that town, but didn't see HOW it did with no waypoint, or anything.
As for that, I used the helicopter in the northern part of Utes for my own test, Let me show you...
http://i616.photobucket.com/albums/tt242/Raserisk/arma22010-03-1303-18-40-55.jpg
Blue circle represents your RAPPEL waypoint
Red Circle represents where I want it to go next.
http://i616.photobucket.com/albums/tt242/Raserisk/arma22010-03-1303-18-50-65.jpg
Here is a in-depth look of the blue circle I circled the Waypoint order, the Rappel is Move1, while at the bottom of the script, it specefies Move1. This is the issue, what next?
http://i616.photobucket.com/albums/tt242/Raserisk/arma22010-03-1303-18-56-20.jpg
Finally, this is my red Circle at the top you see I circled Move2, in your script it only specefies Move1, so if I play like this, it just completely bypasses Move1.
The archive contains:
* Fast rope addon that contains the rope and the fast rope script (Just use something like @<hidden> folder to create a mod-folder as you would in ArmA).
I'm on my 5th hour of trying to get this to work, which is pretty embarrassing since there are pages and pages of thread on this matter.....
no stupid questions, just stupid people :)
I've un pbo'ed this thing, I've followed the instructions to the letter, I've tried my own way.
So I'm back to square one and just going to start from the beginning.
The bolded statement may be the spot I have misunderstood.
I really have no idea where to actually put this norrn_dbo_fastrope PBO file.
And I just can't find any place it actually says where to put it, as I have no idea about what went on in Arma 1.
Do I put the PBO in a new folder in the mission folder while I work on it in the editor?
Or do I just drop it into the main Addons folder for Arma2?
Here's what I did, if you help me I will give you nothing but my respect:
Step 1 : Put norrn_dbo_fastrope (PBO) & norrn_dbo_fastrope.pbo.norrn.bisign into Arma 2\AddOns\
Step 2 : added required addons to my mission.sqm to remove error message:
version=11;
class Mission
{
addOns[]=
{
"cacharacters2",
"utes",
"ace_sys_aitalk",
"ace_sys_wounds",
"CA_Modules_Alice",
"ca_modules_animals",
"ca_missions_secops",
"acex_veh_mah6",
"acex_veh_uh60",
"CA_AH64D",
"acex_veh_ah1",
"CAAir",
"CAWater",
"acex_men_insurgents",
"CAWheeled",
"CAWheeled_Pickup",
"CAWheeled_Offroad",
"CAWheeled2_V3S",
"CATracked",
"camisc3",
"cabuildings",
"CAMisc",
"ace_c_weapon",
"acex_c_weapon",
"ace_sys_weapons",
"ace_sys_knicklicht",
"cawater2_fishing_boat",
"acex_men_usarmy",
"ace_sys_fastroping",
"norrn_dbo_fastrope",
"CAAir2_UH1Y"
};
I then created a UH1Y and named it Knight1.
I then created a squad and Grouped it to the chopper.
};
class Item43
{
side="WEST";
class Vehicles
{
items=7;
class Item0
{
position[]={1355.9716,15.885103,1005.451};
special="NONE";
id=16;
side="WEST";
vehicle="UH1Y";
leader=1;
rank="CAPTAIN";
skill=0.60000002;
text="knight1";
init="this setposASL [getposASL this select 0, getposASL this select 1, 15.9];";
};
class Item1
{
position[]={1368.6244,15.885103,968.3667};
special="NONE";
id=194;
side="WEST";
vehicle="FR_TL";
rank="LIEUTENANT";
skill=0.84324312;
init="this moveInCargo knight1;";
};
class Item2
{
position[]={1371.6244,15.885099,963.3667};
id=195;
side="WEST";
vehicle="FR_AR";
rank="SERGEANT";
skill=0.46666664;
init="this moveInCargo knight1;";
};
class Item3
{
position[]={1373.6244,15.885099,963.3667};
id=196;
side="WEST";
vehicle="FR_GL";
rank="SERGEANT";
skill=0.6188671;
init="this moveInCargo knight1;";
};
class Item4
{
position[]={1375.6244,15.885099,963.3667};
id=197;
side="WEST";
vehicle="FR_Marksman";
rank="SERGEANT";
skill=0.84324312;
init="this moveInCargo knight1;";
};
class Item5
{
position[]={1377.6244,15.885099,963.3667};
id=198;
side="WEST";
vehicle="FR_R";
rank="SERGEANT";
skill=0.59585446;
init="this moveInCargo knight1;";
};
class Item6
{
position[]={1379.6244,15.885099,963.3667};
id=199;
side="WEST";
vehicle="FR_Corpsman";
rank="SERGEANT";
skill=0.46666664;
init="this moveInCargo knight1;";
};
};
class Waypoints
{
items=5;
class Item0
{
position[]={1356.0551,15.885103,1007.9596};
type="UNLOAD";
class Effects
{
};
showWP="NEVER";
};
class Item1
{
position[]={1356.1165,15.885103,1010.5349};
type="LOAD";
synchronizations[]={1};
class Effects
{
};
showWP="NEVER";
};
class Item2
{
position[]={1359.6075,0.5368433,1261.9769};
class Effects
{
};
showWP="NEVER";
};
class Item3
{
position[]={4038.4629,0.56504959,2179.0015};
combatMode="GREEN";
speed="FULL";
combat="AWARE";
class Effects
{
};
showWP="NEVER";
};
class Item4
{
position[]={4213.7021,13.531593,2719.9678};
speed="LIMITED";
combat="CARELESS";
expActiv="nul = [knight1, 1, 25, ""move1.sqs""] execVM ""\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf"";";
class Effects
{
};
showWP="NEVER";
};
};
};
class Item44
{
I then added waypoints for the chopper, and as seen above entered this into the final waypoint activation:
nul = [knight1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf";
The entire chopper is AI, it takes off from the carrier and goes to Utes to drop off the troops. On the final waypoint the chopper is set to Limited/Careless and
I included the move1 script which is in my mission folder as move1.sqs so it would zoom off following the rope script:
;chopper_move.sqs
_heli = _this select 0;
_group = group _heli;
~2
_heli flyInHeight 40;
_waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15];
_waypoint0 setWaypointType "MOVE";
_waypoint0 setWaypointSpeed "Normal";
_waypoint1 = _group addWaypoint [getMarkerPos "WP2", 15];
_waypoint1 setWaypointType "MOVE";
exit
The problem is that once to the final waypoint, it simply just hovers in the air and does nothing, no rope action, just nothing.
I'm running it to show script errors and it is not showing anything.
AND while I was making this post I added this to an earlier way point for the chopper so it would come in lower....
knight1 flyInHeight 15;it works now!
Thanks for the cool script, still going to post in case the info helps somebody
Raserisk
Mar 18 2010, 11:25
You should of downloaded the arma launcher and made a seperate folder for it, I hear that dropping things into the Addons folder will cause issues in the future.
Funnily enough I managed to fix my own problem as well, after the helicopter completes its rappel point, I placed a small move point like right on top of THAT waypoint, and synced a radio-call trigger to it then another move point back to base.
So that once all units touch down, I just put the radio call in and signals the helicopters to fly back to base. Woo! Unfortunely this script dosen't work well with the Undead mod
Kocrachon
Mar 24 2010, 18:01
Hey I was wondering, some times I have an issue where when I am the leader of a squad of AI, and we fast rope out of a UH-60, some times the guys fall down the rope fast enough to where they either die or are crippled.
Any idea what I might be doing wrong? All units are named and in the same group.
And if I set it to where it "forces" the player our, some times I fall to my death as well..
Here is what I have in my waypoint.
chop1 flyInHeight 30;nul = [chop1, 0, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf";
Raserisk
Mar 24 2010, 23:46
1. If there's A LOT of units, scripts, etc on the map all at once it will cause this addon to lag horribly as you said, they fall off the rope. Are they very choppy on getting to the ground? But anyways, a lot of lag will delay their rappeling and the ropes will cut off too quick for them to reach the ground.
2. Tried ajusting the flyinheight or amount of time you want until ropes snap?
hello norrin how can i get this script 2 work whit the new UH60M_EP1?when i change the helo1 for UH60M_EP1 in the example mission there are no ropes.
I play arma2_oa whit ace- arma2_oa_vanilla. THX
You have to add the ropes they are the addon and go in to its own mod folder or the addon folder if you dont use independent mod folders. then they will work I am also not sure that these work on all choppers so first test it on the same one you see in his dem mission.
---------- Post added at 04:12 PM ---------- Previous post was at 04:06 PM ----------
Hey Rasor think you could send me a sample mission of how you get the chopper to go back to the base?
vengeance1
Jul 26 2010, 19:27
Norrin may jump in here but when using the AddOn Version the Rope Locations to center of Helo are all defined inside the AddOn itself. If you try to use a Helo that is not listed in that Class then it can not find it and nothing happens.
I know this because I edited the AddOn for my private server to add the OA Helo and others like Merlin and so on.
So I believe Norrin will have to add the UH60M in order for it to work, same with the CH47.
R.Flagg
Jul 26 2010, 23:27
Is it possible, or would you consider adding - a way to override the "return to base" command once it is issued to an AI pilot?
If someone chooses "return to base" - either accidentally, or because they forgot about one objective still not done... they cannot override that and set another chopper destination, they are stuck headed back to base.
---
My problem is that I have mission working - and ending - just fine, except in that one case. If they forgot a task, or if they choose "return to base" on accident... then they are stuck hovering there (at "base"), my end mission trigger is not activated, and they cannot choose another chopper destination to go back and complete the task.
(I tried a workaround of just having mission fail trigger if they approach "base" with an incomplete task, but I'm getting confused and can't figure it out)
Also - thanks again for your wonderful scripts.
Wait once a chopper heads back to base isn't it still avaiable for pick ups after that? Wont it still respond for extractions?
Dead3yez
Sep 1 2010, 15:47
Would be nice if you updated this for OA.
Manzilla
Sep 1 2010, 16:18
Wait once a chopper heads back to base isn't it still avaiable for pick ups after that? Wont it still respond for extractions?
Yes it does.
Wait once a chopper heads back to base isn't it still avaiable for pick ups after that? Wont it still respond for extractions?
Let me try to reword this. In the mission in question;
http://rapidshare.com/files/416483605/PortoSweep2.Porto.pbo.7z
There is no "base". I created a chopper in-flight, off of the island. That's how the mission starts. You are flying in the chopper, and approaching the island. And you get dropped off on the island, and you're off and Rambo-ing. Life is good.
I can call for extraction, and once my squad and I get in the chopper, I can either choose another location to go to, OR, I can choose 'Return to Base'.
If I choose another location, and we get dropped off again, than Yes, you are correct. The chopper goes off to "Base" (of which there isn't one), and waits for another command.
BUT, if we are in the chopper, and I choose 'return to base', AND I have not completed the mission... than my end-mission trigger doesn't fire, and we end up hovering there, and I cannot then choose to go back and get whatever objective I may have forgotten.
Now, there's only 3 objectives, and I don't expect to try to 'Return to Base' unless I have actually finished them. However, if for whatever reason, I (or someone who might decide to play the mission) hit 'Return to base' , they get stuck, and cannot finish the mission. Whether they hit it because they were on crack, and didn't pay attention to the objectives, or hit it on accident, whatever. I was simply trying to look for ways that the mission might "fail" to work correctly, and solve them.
Having said that, I realize that my request is perhaps considered trivial, and I do not expect a busy person like Norrin to worry about it if he's not interested. I'll just consider it an issue with my mission, and deal with it.
Telson_VBAU
Oct 7 2010, 17:32
Got to say I love the chopper insetion and extraction but I do have one thing I would like to know how to change.
During multiplayer games everone has the option to call an extraction
Is there any way to limit it to an idividual player instead of everyone?
Merci d'avance
meade95
Oct 14 2010, 22:00
Does this work with A2/OA?? in SP
Manzilla
Oct 19 2010, 21:37
Does this work with A2/OA?? in SP
Yes. Not sure which script version is the most recent though.
supersix-four
Mar 28 2011, 03:21
sorry, im new, but what goes in the waypoint 'On Act' and 'script' area? thanks
chalonik
Apr 29 2011, 15:55
hi,
i will use the uh1-h from the resistance with this script but it doesn't work. what do i wrong. thx for help.
greetings
chal
Dougw133
Jun 18 2011, 02:10
Having an issue. Got the script working, "I think", however ropes are not visible. Also it seems when I fly with AI to test that when they hit the ground they all break their legs or get hurt somehow. I'm using the default UH-60M with the following code in the init of the chopper itself. The other code is a vehicle re spawn.
nul = [this, 0] execVM "\norrn_dbo_fastrope\scripts\fastRope_playerPilotInit.sqf"; veh = [this, 25] execVM "vehicle.sqf"
Any chance of getting the straight script version? I'm sure most would prefer it scripted rather then requiring a separate DL. I've been ripping it apart the mod for a good couple hours now, and no luck getting it to work. Really just having problems calling the scripts correctly. Googled and searched the forums quite well for a script version, but it appears the old versions are gone.
Im trying to make the most robust mission I can without the need for additional downloads. Is there any particular reason this must be done with a mod?
Thanks
Dougw133
Jun 22 2011, 06:10
Still cant get this working right. Fast ropes invisible and players getting hurt.
Any plans to update this for the OA, BAF and PMC helicopters?
If not would Norrin mind if someone else did it? If so has anyone had any luck updating the script?
kylania
Jun 30 2011, 01:17
Fastrope works in ACE. :)
Fastrope works in ACE. :)
Hi Kylania,
We are not worthy, we are not worthy...... :)
Thank you for all your examples and posts.
Yes one answer would be to use ACE but many players still don't use it and I would like the mission I'm working on to be available to all, not just the ACE players. Also just installing an addon to solve a problem is the easy way out lol.
It would be nice if Norrin would update this or maybe we could get permission to do it ourselves? I'm sure it's just a simple task of adding the helo class names and adjusting the rope attach to points. Everything works apart from the ropes. The AI jump out and fall to the ground in a rope sliding animation.
Manzilla
Jun 30 2011, 13:55
Fastrope works in ACE. :)
But it doesn't work for SP players. I loved having an option to use a fastrope insertion in my SP missions. I thought this did work for OA but I'm not sure about BAF/PMC stuff. The script version that is. If not someone with the skills needs to take a look, if allowed of course.
_William
Jul 17 2011, 16:56
FYI, I've added support fast-roping to PlannedAssault (http://www.plannedassault.com)'s (single-player) mission generator. This may come in handy if you like to create (large) missions with fast-roping but have troubles getting it right with the mission editor and scripts.
http://www.plannedassault.com/images/screenshots/_a2_large_scale_fastroping_insertion.jpg (http://www.plannedassault.com/images/screenshots/a2_large_scale_fastroping_insertion.jpg)
Supported are this (Norrin & DeanosBeano's) add-on and ADuke's MH-60 variants add-on (which include an older version of the fast-roping scripts).
When creating an A2 or A2:CO mission, make sure to select the "MP fast rope script" add-on mod or ADuke's add-on, and select helis that have 'fast rope' in their description.
For PlannedAssault specific questions / problems, please use this thread (http://forums.bistudio.com/showthread.php?t=97879).
For the life of me I can't get this to work.
All I want to do is have the chopper fast rope me and my squad and leave in my SP mission. But all I keep getting is the "norrn_dbo_fastrope/scripts/fast_rope_AI_pilot.sqf not found" error. Where do I get this file?
I'm using NORRN Fast-Rope Goto Script (v 1.03) and I do have the option to set fast rope destination, but then when the chopper gets to that destination I get the above error.
Do I need to download a different chopper? Because right now I'm just using the UH-1Y Venom that comes with the game.
Please help.
Kremator
Aug 13 2011, 18:31
Firstly check the sample mission, if it works then you have all the tools you need, and the fault is that the chopper has not been init'd.
If it doesn't work re-download it.
So what needs to be in the chopper's init? I have: null = [helo1] execVM "heloGoTo\heloGoTo_init.sqf";
Hmm I tried the sample mission and it says
"You cannot play/edit the missions; it is dependent on downloadable content that has been deleted.fastrope"
Not sure what I'm missing.
Kremator
Aug 13 2011, 21:29
As long as you have named the helicopter helo1
Hmmm are you sure that you have the addon installed correctly and it put into your mod line?
Just to update, I got it to work, I'm not exactly sure how though. I disabled some other mods I had running, that might have been it. Still, any advice for using fast roping is much appreciated.
pickel98
Aug 26 2011, 16:38
i added this mod and everything works until the helicopter is suppose to fly away. i get a message saying move1.sqs could not be found or something along those lines
The Hebrew Hammer
Aug 27 2011, 07:14
you need to create that script yourself and place it in your mission folder.
I'm having problems of my own with this addon, I'll place the chopper, name it correctly and everything. I set one waypoint, add the next which tells it to descend and slow down, the next is the moveto which actually has the script call in the init. However it always seems to fast rope my guys prior to my set waypoints.
Also can this be used with unit capture? I haven't figured out a way to do so.
pickel98
Aug 27 2011, 17:48
how do i do that without screwing up the mission?
The Hebrew Hammer
Aug 28 2011, 04:33
I dunno.. I can barely get this to work correctly myself, I'm basically emulating the demo mission and my results aren't even close to the same..
Lightspeed_aust
Aug 28 2011, 05:52
;chopper_move.sqs
_heli = _this select 0;
_group = group _heli;
~2
_heli flyInHeight 40;
_waypoint0 = _group addWaypoint [getMarkerPos "WP1", 15];
_waypoint0 setWaypointType "MOVE";
_waypoint0 setWaypointSpeed "Normal";
_waypoint1 = _group addWaypoint [getMarkerPos "WP2", 7];
_waypoint1 setWaypointType "MOVE";
exit
create a .sqf with this code and drop it in your mission folder.
Version 0.8
Finally he gets round to updating this addon :)
Download the new version here:
http://norrin.org/downloads/OA/fastRope/norrn_DBO_fastrope_ver08.rar
Works almost identically to the previous version of the addon, however there's been massive changes under the hood (see below). Just one thing to remember is that the script that you need to call now in the init line of your chopper, waypoint or init.sqf is called: NORRN_fastRope_init.sqf
So you'll need to put something like the following in the waypoint activation line if you're using these scripts with AI pilots.
nul = [chop1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\NORRN_fastRope_init.sqf";
There's more details in the readMe in the rar file.
I've tested these a bit on a dedicated server using the latest OA betas and so far so good. They need a decent stress test with multiple players though so if you're up for it please feel free to post any bugs you encounter or suggestions you might have in this thread. If they're OK then I should be able to get version 0.9 out fairly quickly and will update the first post then.
Fixes/changes in v 0.8
1. Rewrote fast-rope system - fast-roping now uses animations built into the ropes rather than the attachTo method used previously - should hopefully reduce network traffic as the scripts no longer spam the attachTo command.
2. Replaced all setVehicleInits/processInits with publicVariable eventhandlers - should reduce network traffic and data download required when joining a mission in progress.
3. Precompiled functions have replaced some drawn out sequences of code and code repetitions - should speed up the processing of the scripts.
3. Removed all instances of waitUntil to reduce processor over-head.
4. Added geo lods and shadow lods to the rope models and additional rope models for the MH6.
5. Modified fast roping animations so that the units fit on the ropes better (still could do with some tweaking though).
6. Added additional chopper compatability ie. CH47, MH6J and UH60M_EP1 and removed MV22 (Please let me know what other vanilla choppers you want added).
7. Jettisoned ropes should now appear on the roofs of buildings.
8. Added fast-roping sound while units descend the ropes (see acknowledgements in the readMe for the original source).
Plans for v 0.9
* Further optimise the code - there are still a few sections of code that need tidying/rationalisation.
* Add additional choppers as required.
* Add my chopper taxi scripts and escort scripts to the addon.
As always this addon is not to be used for commercial purposes.
Best wishes,
norrin
PS: I'm away and offline for a couple of weeks so if I don't respond don't worry I'll back around the 10th Oct.
Manzilla
Sep 22 2011, 09:56
Whoa, wasn't expecting this yet. Thanks bud! Nice to see you around.
Foxhound
Sep 22 2011, 12:05
Updated version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=5792).
http://www.armaholic.com/datas/users/news_donwload_oa_4.png (http://www.armaholic.com/page.php?id=5791)
MP Compatible Fast Rope Addon v0.8 (http://www.armaholic.com/page.php?id=5791)
vengeance1
Sep 22 2011, 12:16
Nice work NORRIN,
Got to give this a try for sure! :)
Hi norrin, glad to see this update.
However, I've got a question: is this compatible with aduke helo pack?
And if not,how CAN I modify aduke chopper to integrate your addon into it?
Thanks
Kremator
Sep 22 2011, 16:49
Thanks mate.
I've just tried with ADuke helo pack; a,d it seems it doesn't work...
can you check this please?
and what do you mean by
"1. To avoid the annoying addon missing pop-up make sure you edit the mision file to include the fastrope addon
eg in the test mission the
addOns[]=
{
"CAAir",
"utes",
"cacharacters2",
"CAAir2_UH1Y",
"norrn_dbo_fastrope"
};"
cause I'v activated your addon, but when I do a test mission with your fastrope, it works, but in the "mission.sqm" file, there is not the "norrn_dbo_fastrope" line...
plus, when I pilot the chopper, and I've got AI inside, I don't have the option to make them fastrope...
froggyluv
Sep 23 2011, 15:30
Hi Norrin, there seems to be a compatibility between this one and CJS Snakes and Adders. I know it sounds trivial but I'd really love to be able to use both for a mission I'm working on :)
http://forums.bistudio.com/showthread.php?t=98727&page=6
Currently poolside Port Douglas FNQ
Watching my kids try to drown each other and working on my non-existant tan.
In answer to your questions:
This new version does not work with adukes helos.
I'll take a look at compatability with Snakes and adders when I get back.
@<hidden> vengeance and anyone else who's interested, if there are no major probs with this version I'll build in the help goto with the fastropes when I'm back. Cya in 2 weeks.
norrin :)
vengeance1
Sep 24 2011, 13:47
Thanks NORRIN that's what I was hoping for!
Have a great time!
froggyluv
Sep 25 2011, 06:20
Look foward to it, enjoy your vacation :)
Edit: Sorry, looks like I was wrong with Snakes conflict -still had problem after I removed Fastrope
boris5134
Sep 25 2011, 14:25
Haha... someone was reading my mind. I got the 0.7 that morning - that afternoon the update beta was out and included the one part I wanted the most - UH-60M Blackhawk (US Army "EP1" Variant) to be included for the fast rope. Doing a "BHD" type mission in the middle of Zargabad - fast ropes were half breaking it at the current time because I was using the MH-60S from Arma 2 and it just didn't fit or look right. Thanks for the update - much wanted! :D Glad to see someone can afford to take a vacation these days.
Ronin =ASP=
Oct 3 2011, 16:25
Hi Norrin,
Would it be possible to make this compatible with the BAF vanilla choppers?
Hi Norrin,
Would it be possible to make this compatible with the BAF vanilla choppers?
Yep, will do.
_William
Oct 9 2011, 15:38
Hi Norrin, thanks for the update. I really appreciate the additional helis.
Using the new scripts in my mission, the helis occasionally get stuck in fast-roping behavior. I've seen helis deciding to move away with ropes still hanging, and I've seen helis hovering indefinitely with ropes hanging (with cargo still present, and without cargo present).
From eject_unit.sqf (lines 95-103), I get the impression the script fails to detect a few situations that might cause it to hang:
- cargo member becoming incapacitated before or during eject
- cargo member being ordered back into the heli by his group leader (when the leader is ejected later than a group member)
(FYI, I'm use fast-roping for groups with multiple helis (typically two Blackhawks) carrying three groups (8 men squads), one squad being split across the two helis. This worked OK with the previous version).
William
Here's the new version of the addon: http://www.norrin.org/downloads/OA/fastRope/norrn_dbo_fastRope_v9.rar
Make sure you check the instructions for use in the archive as a few things have changed and been added (see below) and you may need to make some small changes to your missions to avoid errors with the latest version:
Fixes and additions version 0.9, 14/10/11
- fixed some units not descending rope
- fixed ropes not detaching from choppers
- added distance move away from rope variable for AI insertions (default distance is 5)
- fast roping is now possible from BAF Merlin
- fixed bug in AI choppers moving away from insertion point using a script
- added chopper taxi scripts to addon
- changed departing waypoint to sqf
- Added init variables to give the option of not deleting crew downed chopper if it is allowed to respawn
NORRN_FR_keepOldCrew
NORRN_FR_keepOldHeli
default is false ie. chopper and crew will be deleted when new taxi is respawned
- added more precompiled functions to the taxi scripts
- further optimisation made to the Land_destination and Extraxtion_destination scripts.
- made all local vaiables "private" to locally running scripts - should reduce the possibility of misdefinition of local var values
- chopper moveAway scripts for AI piloted fast-roping must now be in sqf format
@<hidden> - this version will hopefully fix your problem mate.
Old Bear
Oct 14 2011, 09:28
New on front page at Armed Assault.info (http://www.armedassault.info/)
Link to mirror :
MP Compatible Fast Rope (v 0.9) : http://www.armedassault.info/index.php?game=1&cat=addons&id=915
This mod is only required by the server isn't it?
anyways, Great work Norrin, anything with your name on it, is high quality stuff.
Foxhound
Oct 14 2011, 11:12
Updated version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=5792).
http://www.armaholic.com/datas/users/news_donwload_oa_4.png (http://www.armaholic.com/page.php?id=5791)
MP Compatible Fast Rope Addon v0.9 (http://www.armaholic.com/page.php?id=5791)
Thank you for the mirrors guys. :)
@<hidden> - never tested to be honest but I'm pretty sure the clients will need it as well.
vengeance1
Oct 14 2011, 12:43
Nice Job NORRIN, thanks for all your hard work once AGAIN!! :)
Addon is good :)
Maby you can make this mod like mission integration script?
[GNC]Lord_MDB
Nov 19 2011, 14:49
very good addon. I have a question, how can I insert other helicopters? eg from helicopters Prasc Mod
shark-attack
Nov 19 2011, 20:03
Nice job mate ...
:)
bondematt
Dec 11 2011, 09:44
Superedit: Oh hey that's the readme from .7 and this is .9 Don't mind me...yet.
bondematt
Dec 11 2011, 22:12
Ok, so I am having an issue with this still. Trying to use the aerial taxi portion of this script and it initiates fine, but just hovers over the target and never drops rope.
In init.sqf I have
[helo1] execVM "norrn_dbo_fastrope\scripts\heloGoTo\heloGoTo_init.sqf";
which starts it, and I can tell it where to go, but it won't deploy ropes. Addon is dropped directly into addon folder just to be sure. Is there something I'm missing somewhere?
Using an MH60s, tried uh1y too. On Isla Duala and Utes. Helicopter is named helo1
Should note both setting a destination and extraction point work fine. It's just the ropes not coming out when we get to the destination when set to fastrope with an AI pilot.
Hi Norrin,
I love your addon, but sometimes ropes are not detaching from merlin. I get the option and the AI gets out, but there's no rope visible and AI dies. Happens if altitude is close to (but certainly above) 10 meters. Is it somehow possible the make it work at lower altitude? (saw that in a RL-video somewhere and it would be useful in arma, because above 10 meters usually means above the treeline...)
Anyway, excellent job THX a lot!
bondematt
Dec 15 2011, 10:23
So I've been working on fixing the taxi portion of this script, almost all of it was changing the spawn to execVM and the correct path to it. It now drops off correctly once, but then it's a crap-shoot the second time around where sometimes it will deploy ropes and other times it won't. On the second time even if it does deploy ropes it flies away while you/team are descending.
bondematt
Dec 21 2011, 04:29
Ok, so the issue here was FR_Destination never calls to NORRN_fastRope_init.sqf. There are a few other problems that occurred with the script as well, such as only working once(the helo doesn't wait due to a leftover variable from last cycle, and taking a long time to get through everything.
I've got a mate called bondi dave whose very far from Manly. I'll try and get this fixed for you over the next few days.
bondematt
Dec 24 2011, 13:17
I've got a mate called bondi dave whose very far from Manly. I'll try and get this fixed for you over the next few days.
OOh awesome, thanks!
Lightspeed_aust
Dec 27 2011, 21:32
hi norrin - I'm having issue with dedicated server for fastrope deployment.
works fine when I test mission in MP on my machine but fastrope wont deploy on dedicated server - what am I missing?
Version 0.10
Available here: http://www.norrin.org/downloads/OA/fastRope/norrn_dbo_fastrope_ver10.rar
Fixes version 0.10, 16/01/11
* Some “\” were missing from the script paths in the addon
* Also added a wait statement so that the fast-roping choppers should not egress prior to deploying ropes.
I'm really sorry this has taken me so long to get to but between Christmas, New Year, AAW and my kids summer holidays its a wonder that I've achieved anything.
This hopefully will fix the problems with the fast-roping in the taxi part of the addons and may also help with the problems that you've encountered with the merlin.
Please let me know if you run into any other problems.
@<hidden> - make sure the addon is also installed on the dedicated server, if it is this latest version should fix the problem with the fast-ropes not appearing.
vengeance1
Jan 16 2012, 12:06
As always NORRIN we really appreciate any time you take to update your scripts, thanks!
Vengeance
bondematt
Jan 16 2012, 22:07
Thank you! This works perfect with one tweak, assuming I'm calling the taxi the right way.
Under FR_destination it was calling directly to "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.sqf"; instead of "\norrn_dbo_fastrope\scripts\NORRN_fastRope_init.sqf";
Without this the functions were not being set up.
I'm calling the taxi script using
nul = [this] execVM "\norrn_dbo_fastrope\scripts\heloGoTo\heloGoTo_init.sqf"; in the init line of the chopper.
The instructions seem to skip over how to initiate the taxi.
Awesome addons Norrin, just noticed you wrote the revive script I've been using too. Makes mission making a breeze when I can just throw your automation into it.
[edit]
hmm, I think the greater beyond ate my first reply.
I noticed I need to change FR_destination to call to "NORRN_fastrope_init.sqf" instead of "fast_rope_AI_pilot.sqf" otherwise the functions never get set up. other than that this is working beautifully. Thank you!
Your addons make mission making a world easier, currently making a Guerilla Warfare-like mission for multiplayer that includes your revive script as well as DAC. It's been a painful experience, especially with figuring out how to work locality properly, but just being able to drop on the addon and add/change a few lines to work with what I need makes this a world easier!
Edit: The AI also hates the ropes on the ground. Helo shoots at them and infantry keep calling out that they are throwing nades but they never do. I don't see any reason why they are doing this, as they are clearly created as an empty vehicle.
islesfan186
Jan 17 2012, 20:50
any plans on making this usable with the Mi-8/17? Cuz as of right now if youre using the Russians you can only fastrope with the Hind, and if youre the insurgents you cant use it at all since they only have Mi-8s
Foxhound
Jan 17 2012, 21:02
Updated version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=5792).
http://www.armaholic.com/datas/users/news_donwload_oa_4.png (http://www.armaholic.com/page.php?id=5791)
MP Compatible Fast Rope Addon v0.10 (http://www.armaholic.com/page.php?id=5791)
N. Rodrigues
Jan 17 2012, 22:27
Nice one!
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