ropeCreate
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Description
- Description:
- Creates a PhysX rope with given params. For Take on Helicopters syntax see ropeCreate_ToH.
- Groups:
- Uncategorised
Syntax
- Syntax:
- ropeCreate [fromObject, fromPoint, toObject, toPoint, length, ropeEnd]
- Parameters:
- [fromObject, fromPoint, toObject, toPoint, length, 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.
- ropeEnd (Optional): Array - array in format [ropeEndType, ropeEndDownVector] where:
- Return Value:
- Object
Alternative Syntax
- Syntax:
- ropeCreate [fromObject, fromPoint, length, segments, unroll]
- Parameters:
- [fromObject, fromPoint, lenght, segments, unroll]: Array
- 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 (Optional): Number - rope length
- segments (Optional): Number - define number of rope segments (not used in A3)
- unroll (Optional): Boolean - true if rope starts at one place and falls down unrolling itself, false to create it already in full length (default: false) (not used in A3)
- Return Value:
- Object
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];
Additional Information
- See also:
- ropeDestroyropeDetachropeSetCargoMassropescanSlingLoadenableRopeAttachgetSlingLoadropeAttachedObjectsropeAttachToropeLengthropeUnwoundropeAttachedToropeAttachEnabledropeCutropeEndPositionropeUnwind
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. - Posted on July 9, 2015
- Druid
- Parameters segments and unroll are not supported in Arma 3. Segments are set automatically according the length of a rope.