ropeCreate: Difference between revisions
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|p21= [fromObject, fromPoint, lenght, segments, unroll]: [[Array]] |Parameter 21= | |p21= [fromObject, fromPoint, lenght, segments, unroll]: [[Array]] |Parameter 21= | ||
|p22= fromObject: [[Object]] - | |p22= fromObject: [[Object]] - transport where rope starts and which fly behavior will be affected |Parameter 22= | ||
|p23= fromPoint: [[ | |p23= fromPoint: [[String]] or [[Array]] - position for the rope start, either a memory point [[String]] or relative offset [[Array]] |Parameter 23= | ||
|p24= length | |p24= length: [[Number]] - rope length in meters |Parameter 24= | ||
|p25= | |p25= ropeStart (Optional): [[Array]] - array in format [ropeStartType, ropeStartDownVector] where: | ||
|p26= | * 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 <tt>ropeStartDownVector</tt> is calculated from <tt>fromPoint</tt> towards <tt>ropeStartDownVector</tt> memory point. Default: [0,0,-1]|Parameter 25= | |||
|p26= 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 <tt>ropeEndDownVector</tt> is calculated from <tt>toPoint</tt> towards <tt>ropeEndDownVector</tt> memory point. Default: [0,0,-1] |Parameter 26= | |||
|r2= [[Object]] |Return value 2= | |r2= [[Object]] |Return value 2= | ||
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</dd> | </dd> | ||
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Revision as of 17:11, 1 September 2019
Description
- Description:
- Creates a PhysX rope with given params. For Take on Helicopters syntax see ropeCreate_TKOH.
- 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 - 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:
- ropeEnd (Optional): Array - array in format [ropeEndType, ropeEndDownVector] where:
- 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.