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Thread: MP fast rope script addon

  1. #61
    the mission in the RAR is .pbo..I don't understand how to get it to work in the game

  2. #62
    Chief Warrant Officer Daniel's Avatar
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    You need to de-pbo it. I use cpbo by Kegety.
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  3. #63
    Master Gunnery Sergeant norrin's Avatar
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    WIP Revamp of fast rope

    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

    **[XDF]*****************************[AAW]**

  4. #64
    That's nice NORRIN, looking forward to that script.

  5. #65
    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.

  6. #66
    Master Gunnery Sergeant norrin's Avatar
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    Quote Originally Posted by EletroBull View Post
    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.

  7. #67
    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?

  8. #68
    Master Gunnery Sergeant norrin's Avatar
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    MP Fast Rope Update version 0.3 beta

    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/fa...pe_beta0.3.rar

    Description
    Gives the default ArmA2 MH60, UH1 and MV-22 the potential to insert units using animated fast ropes
    1. Allows an AI pilot to move to a waypoint and then AI and player automatically rappel to the ground once the fast ropes are deployed.
    2. Allows player pilots to fast rope AI units at their whim.
    3. If a player is in a cargo postion then he will get an option to deploy fastropes from a stationary chopper, he will also get an option to descend ropes

    Thanks to:
    Rope adapted from: DeanosBeano
    Rope animations courtesy of: da12thMonkey and deanosbeano
    Coding ideas: OFP fast rope script, Geloxo's handy tools addon, BAS, norrin, DeanosBeano and Rocko

    License: this addon is not to be used for commercial purposes.

    The archive contains:
    * Fast rope addon that contains the rope and the fast rope script (Just use something like @norrn_dbo_fastrope folder to create a mod-folder as you would in ArmA).
    * Signature files
    *An example mission on utes that shows fast rope insertions, which you can view from a number of different perspectives.

    General Instructions for use:
    1. To avoid the annoying addon missing pop-up make sure you edit the mission file to include the fastrope addon

    eg in the test mission the

    addOns[]=
    {
    "CAAir",
    "utes",
    "cacharacters2",
    "CAAir2_UH1Y",
    "norrn_dbo_fastrope"
    };

    Instructions for use by AI pilots
    1. add to act line of chopper waypoint: nul = [chop1, 1, 25, "move1.sqs"] execVM "\norrn_dbo_fastrope\scripts\fast_rope_AI_pilot.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 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_playerPilotI nit.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 .


    http://norrin.org/downloads/ArmA2/fa...pe_beta0.3.rar

    @EletroBull - sorry - not that I'm aware of.

  9. #69
    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.

  10. #70
    Master Gunnery Sergeant norrin's Avatar
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    Quote Originally Posted by Caxton Gibbet View Post
    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?

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