ropeCreate

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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.

ropeEndType is defined in config under "CfgNonAIVehicles" >> "RopeEnd". Currently this is a hook that will be created on the end of the rope, and ropeEndDownVector is its orientation, [0,0,-1] for example. The "RopeEnd" is only shown when the rope is created object to object, it doesn't show on the open ended rope for some reason. There is currently no "RopeStart"
Groups:
Ropes and Sling Loading

Syntax

Syntax:
ropeCreate [fromObject, fromPoint, toObject, toPoint, length, ropeStart, ropeEnd]
Parameters:
[fromObject, fromPoint, toObject, toPoint, length, ropeStart, ropeEnd]: Array
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 (Optional): Number - rope length in meters. Default: -1
ropeStart (Optional): Array - array in format [ropeStartType, ropeStartDownVector] where:
  • ropeStartType: String - type of the rope start (see description). 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 (see description). 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 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 (Optional): Array - array in format [ropeStartType, ropeStartDownVector] where:
  • ropeStartType: String - type of the rope start (see description). 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 (see description). 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];
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:
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.