ropeCreate: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
(locality)
Line 4: Line 4:
| Arma 3 |Game name=
| Arma 3 |Game name=
|1.34|Game version=
|1.34|Game version=
|eff= global |Multiplayer Effects=
____________________________________________________________________________________________
____________________________________________________________________________________________



Revision as of 17:45, 1 September 2019

Hover & click on the images for description

Description

Description:
Creates a PhysX rope with given params. For Take on Helicopters syntax see ropeCreate_TKOH.

FROM object has to be transport vehicle, alive with rope attachment enabled, TO object has to be an entity, alive with rope attachment enabled.
Groups:
Uncategorised

Syntax

Syntax:
ropeCreate [fromObject, fromPoint, toObject, toPoint, length, ropeStart, ropeEnd]
Parameters:
[fromObject, fromPoint, toObject, toPoint, length, ropeStart, ropeEnd]: Array
fromObject: Object - transport where rope starts and which fly behavior will be affected
fromPoint: String or Array - position for the rope start, either a memory point String or relative offset Array
toObject: Object - entity which is automatically attached to other side of rope
toPoint: String or Array - position for the rope end, either a memory point String or relative offset Array
length (Optional): Number - rope length in meters. Default: -1
ropeStart (Optional): Array - array in format [ropeStartType, ropeStartDownVector] where:
  • ropeStartType: String - type of the rope start. Default: ""
  • ropeStartDownVector: String or Array, either a memory point String or relative vector Array. If String is given, then ropeStartDownVector is calculated from fromPoint towards ropeStartDownVector memory point. Default: [0,0,-1]
ropeEnd (Optional): Array - array in format [ropeEndType, ropeEndDownVector] where:
  • ropeEndType: String - type of the rope end. Default: ""
  • ropeEndDownVector: String or Array, either a memory point String or relative vector Array. If String is given, then ropeEndDownVector is calculated from toPoint towards ropeEndDownVector memory point. Default: [0,0,-1]
Return Value:
Object - created rope or objNull on failure

Alternative Syntax

Syntax:
ropeCreate [fromObject, fromPoint, length, ropeStart, ropeEnd]
Parameters:
[fromObject, fromPoint, length, ropeStart, ropeEnd]: Array
fromObject: Object - transport where rope starts and which fly behavior will be affected
fromPoint: String or Array - position for the rope start, either a memory point String or relative offset Array
length: Number - rope length in meters
ropeStart (Optional): Array - array in format [ropeStartType, ropeStartDownVector] where:
  • ropeStartType: String - type of the rope start. Default: ""
  • ropeStartDownVector: String or Array, either a memory point String or relative vector Array. If String is given, then ropeStartDownVector is calculated from fromPoint towards ropeStartDownVector memory point. Default: [0,0,-1]
ropeEnd (Optional): Array - array in format [ropeEndType, ropeEndDownVector] where:
  • ropeEndType: String - type of the rope end. Default: ""
  • ropeEndDownVector: Array - relative vector. Default: [0,0,-1]
Return Value:
Object - created rope or objNull on failure

Examples

Example 1:
myRope = ropeCreate [vehicle player, "slingload0", myCargo, [0, 0, 0], 10];
Example 2:
myRope = ropeCreate [veh1, [0,0,-2], veh2, [0,0,0], 10];
Example 3:
Free end rope (Alt Syntax): myRope = ropeCreate [vehicle player, [0,0,0], 10];

Additional Information

See also:
ropeDestroyropeDetachropescanSlingLoadenableRopeAttachgetSlingLoadropeAttachedObjectsropeAttachToropeLengthropeUnwoundropeAttachedToropeAttachEnabledropeCutropeEndPositionropeUnwind

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Bottom Section

Posted on November 8, 2014 - 14:57 (UTC)
Tajin
Doesn't work well for towing vehicles on the ground.
Their wheels don't turn freely and have a LOT of friction. You'll most likely end up flipping the vehicle over if you try to tow it.

Also note that ropes can be destroyed/cut by shooting at them.
Posted on January 4, 2015 - 03:24 (UTC)
Feint
Pay special attention to what is your fromObject and what is your toObject as this will have an impact on the physics of the rope.

For example: If you want to tow an Assault CRRC from a heavier Speedboat Minigun, attach two boats together with a rope. If you drive the Speedboat Minigun and set the CRRC as the fromObject, the rope will have almost no elasticity and the CRRC will yank around as you tow it. However, if you set the CRRC as the toObject, the rope will have more elasticity and will be a little friendlier for the CRRC when you are towing it.