Description
Creates a PhysX rope with given params. Since Arma 3 v2.14 the optional arguments can be skipped by setting them to nil.
Note
- fromObject has to be transport vehicle, alive with rope attachment enabled, toObject has to be an entity, alive with rope attachment enabled.
ropeEndType is defined in config under "CfgNonAIVehicles" >> "RopeEnd"; see Arma 3: Ropes. 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 does not show on the open ended rope for some reason. There is currently no "RopeStart".
- The rope creation is limited to 63 segments.
Syntax
Syntax 1
ropeCreate [fromObject, fromPoint, toObject, toPoint, length, ropeStart, ropeEnd, ropeType, nSegments]
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 with [ropeStartType, ropeStartDownVector] - (Optional, default ["", [0,0,-1]])
- ropeStartType: String - type of the rope start (see description)
- 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
ropeEnd: Array with [ropeEndType, ropeEndDownVector] - (Optional, default ["", [0,0,-1]]):
- ropeEndType: String - type of the rope end (see description)
- 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
ropeType: String - (Optional, default "Rope") - rope type, CfgVehicles' classname (since arma3 2.06)
nSegments: Number - (Optional, default -1) - number of rope segments (max 63) (since arma3 2.14)
Returns: Object - created rope or objNull on failure
Syntax 2
ropeCreate [fromObject, fromPoint, length, ropeStart, ropeEnd, ropeType, nSegments]
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 with [ropeStartType, ropeStartDownVector] - (Optional, default ["", [0,0,-1]])
- ropeStartType: String - type of the rope start (see description)
- 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
ropeEnd: Array with [ropeEndType, ropeEndDownVector] - (Optional, default ["", [0,0,-1]])
- ropeEndType: String - type of the rope end (see description)
- ropeEndDownVector: Array - relative vector
ropeType: String - (Optional, default "Rope") - rope type, CfgVehicles' classname (since arma3 2.06)
nSegments: Number - (Optional, default -1) - number of rope segments (max 63) (since arma3 2.14)
Returns: 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]]];
Example 5
Since 2.14:
myRope = ropeCreate [vehicle player, [0, 0, 0], 10, nil, nil, nil, 50];
See also
Arma 3: Ropes · ropeDestroy · ropeDetach · ropes · ropeSegments
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 Arma 3 v2.06!
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.
Following simulations are considered transports by that transport config list:
"motorcycle"
"car"
"carx"
"tankx"
"airplanex"
"helicopterrtd"
"shipx"
"submarinex"
"paraglide"
"parachute"
There could be more but unlisted there, but these should cover majority of the vehicles in all mods.