ropeCreate: Difference between revisions

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Revision as of 16:55, 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:
ropeEnd (Optional): Array - array in format [ropeEndType, ropeEndDownVector] where:
Return Value:
Object - created rope or objNull on failure

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.