ropeCreate: Difference between revisions
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|x1= <code>myRope = [[ropeCreate]] [<nowiki/>[[vehicle]] [[player]], "fastrope0", 10, 10, [[true]]];</code> | |x1= <code>myRope = [[ropeCreate]] [<nowiki/>[[vehicle]] [[player]], "fastrope0", 10, 10, [[true]]];</code> | ||
|seealso= [[ropeDestroy]] [[ropeDetach]] | |seealso= [[ropeDestroy]] [[ropeDetach]] [[ropeSetCargoMass]] | ||
}} | }} | ||
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|x4= A rope with a hook on the end: <code>myRope = [[ropeCreate]] [heli, "slingload0", [[player]], [0,0,2], 20, [], ["RopeEnd", [0,0,-1]]];</code> | |x4= A rope with a hook on the end: <code>myRope = [[ropeCreate]] [heli, "slingload0", [[player]], [0,0,2], 20, [], ["RopeEnd", [0,0,-1]]];</code> | ||
|seealso= [[Arma 3: Ropes]] [[ropeDestroy]] | |seealso= [[Arma 3: Ropes]] [[ropeDestroy]] [[ropeDetach]], [[ropes]] | ||
}} | }} | ||
Revision as of 17:39, 20 January 2022
Take On Helicopters
Arma 3
Description
- Description:
- Creates a rope.
- Groups:
- Ropes and Sling Loading
Syntax
- Syntax:
- ropeCreate [fromObject, fromPoint, toObject, toPoint, segments, length]
- Parameters:
- fromObject: Object - object where rope starts and which fly behavior will be affected
- fromPoint: Array or String - specifies where on the object the rope should start, either a string (name of memory point) or an array of three numbers (vector in model coordinates).
- toObject: Object - object which is automatically attached to other side of rope (can be objNull, rope will stay with free end)
- toPoint: Array or String - specifies where on the object the rope should finish, either a string (name of memory point) or an array of three numbers (vector in model coordinates)
- segments: Number - define number of segments to be created
- length: Number - (Optional) rope length in meters
- Return Value:
- Object
Alternative Syntax
- Syntax:
- ropeCreate [fromObject, fromPoint, length, segments, unroll, ropeType]
- Parameters:
- fromObject: Object - object where rope starts and which fly behavior will be affected
- fromPoint: Array or String - specifies where on the object the rope should start, either a string (name of memory point) or an array of three numbers (vector in model coordinates)
- length: Number - (Optional) rope length
- segments: Number - (Optional) define number of rope segments
- unroll: Boolean - (Optional, default false) true if rope starts at one place and falls down unrolling itself, false to create it already in full length
- Return Value:
- Object
Examples
- Example 1:
myRope = ropeCreate [vehicle player, "fastrope0", 10, 10, true];
Additional Information
- See also:
- ropeDestroy ropeDetach ropeSetCargoMass
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
Description
- Description:
- Creates a PhysX rope with given params.
- Groups:
- Ropes and Sling Loading
Syntax
- Syntax:
- ropeCreate [fromObject, fromPoint, toObject, toPoint, length, ropeStart, ropeEnd, ropeType]
- Parameters:
- fromObject: Object - transport where the rope originates 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 the end of the rope
- toPoint: String or Array - position for the rope end, either a memory point String or relative offset Array
- length: Number - (Optional, default -1) rope length in meters
- ropeStart: Array - (Optional, default ["", [0,0,-1]]) array in format [ropeStartType, ropeStartDownVector] where:
- ropeEnd: Array - (Optional, default ["", [0,0,-1]]) array in format [ropeEndType, ropeEndDownVector] where:
- since 2.06
- ropeType: String - (Optional, default "Rope") - rope type, CfgVehicles' classname
- Return Value:
- Object - created rope or objNull on failure
Alternative Syntax
- Syntax:
- ropeCreate [fromObject, fromPoint, length, ropeStart, ropeEnd, ropeType]
- Parameters:
- fromObject: Object - transport where the rope originates 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: Array - (Optional, default ["", [0,0,-1]]) array in format [ropeStartType, ropeStartDownVector] where:
- ropeEnd: Array - (Optional, default ["", [0,0,-1]]) array in format [ropeEndType, ropeEndDownVector] where:
- since 2.06
- ropeType: String - (Optional, default "Rope") - rope type, CfgVehicles' classname
- 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];
- Example 4:
- A rope with a hook on the end:
myRope = ropeCreate [heli, "slingload0", player, [0,0,2], 20, [], ["RopeEnd", [0,0,-1]]];
Additional Information
- See also:
- Arma 3: Ropes ropeDestroy ropeDetachropes
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
- Posted on Nov 08, 2014 - 14:57 (UTC)
-
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.
Edit: see setTowParent since 2.06!
- Posted on Jan 04, 2015 - 03:24 (UTC)
-
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.
Categories:
- Scripting Commands
- Introduced with Take On Helicopters version 1.00
- Take On Helicopters: New Scripting Commands
- Take On Helicopters: Scripting Commands
- Command Group: Ropes and Sling Loading
- Introduced with Arma 3 version 1.34
- Arma 3: New Scripting Commands
- Arma 3: Scripting Commands
- Scripting Commands: Global Effect