Arma 3 Scripting

Command in Ropes and Sling Loading

ropeCreate

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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:

Returns: Object - created rope or objNull on failure

Syntax 2

ropeCreate [fromObject, fromPoint, length, ropeStart, ropeEnd, ropeType, nSegments]

Parameters:

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

Community notes

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.

Edit: see setTowParent since Arma 3 v2.06!

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.

Sa-Matra

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.