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SP/MP FAST ROPE FOR ARMA2 OA

(beta 0.11)
JANUARY 2012
(Tested with latest OA 1.60)
Addon created and compiled by: norrin and DeanosBeano
Scripts and config by: norrin and DeanosBeano
Sound: modified from: 68158__Benboncan__Climbing_Rope_Through_Hand.wav available on
www.freesound.org
Instructions for use by: norrin
Addon Description:
Gives the default ArmA2 OA MH60, UH1, MH6, CH47 and BAF Merlin the potential to insert
units using fast ropes
1. Allows an AI pilot to move to a waypoint and then AI and player automatically rappel to the
ground once the fast ropes are deployed.
2. Allows player pilots to fast rope AI units at their whim.
3. If a player is in a cargo postion then he will get an option to deploy fastropes from a stationary
chopper, he will also get an option to descend ropes
4. Addon now contains the fastrope version of my chopper taxi scripts
Thanks to:
Rope adapted from: DeanosBeano
Rope animations courtesy of: da12thMonkey and deanosbeano
Coding ideas: OFP fast rope script, Geloxo's handy tools addon, BAS, norrin, DeanosBeano and
Rocko
License: this addon is not to be used for commercial purposes or can it be altered without the
author's prior consent.
The archive contains:
* Fast rope addon that contains the rope and the fast rope script (Just use something like
@norrn_dbo_fastrope folder to create a mod-folder as you would in ArmA).
* An example mission on utes that shows fast rope insertions, which you can view from a number
of different perspectives.
* Note: this beta addon is signed with a version 2 sig key
General Instructions for use:
1. To avoid the annoying addon missing pop-up make sure you edit the mision file to include the
fastrope addon
eg in the test mission the
addOns[]=
{
"CAAir",
"utes",
"cacharacters2",
"CAAir2_UH1Y",
"norrn_dbo_fastrope"
};
Instructions for use by AI pilots:
1. add to act line of chopper waypoint: nul = [chop1, 1, 25, "move1.sqf",30] execVM
"\norrn_dbo_fastrope\scripts\NORRN_fastRope_init.sqf"; (Note that the script you need to call has
a different name to previous versions).
where:
a is the name of the helicopter;
b Option (0 or 1) to give players the choice of when to descend fastropes - 0 - players are
ejected automatically when ropes are deployed - 1- players get and action giving them the
choice of when to descend the ropes - NB - if an AI unit is piloting the chopper then it will
automatically cut the ropes after a period of time so if you are given the choice to descend
ropes don't muck around or you'll miss the chance - best to use this option in connection
with a player pilot.
c is the override timer - the mision maker can now set how long he wants the AI pilot to
deploy ropes, 20 - 25 seconds is ample for 8 units; and
d is the chopper waypoint script that is activated after fast roping is complete
e is the distance you want the AI units to move away from the rope when they reach the
ground (Note: this parameter does not need to be added - default distance is 5 metres).
eg. [chop1, 1, 25, "move1.sqf"] - note this has changed and the move script must now be in
sqf format.
2. make sure for the last waypoint that the chopper's behaviour is set to "careless" and speed
"limited" and flyIn Height <= 35
3. name the chopper
4. Note Changed: You no longer need the fast-roping units to be all in the same group
5. You may need to place the WP move waypoint that activates the fastrope script a few metres
ahead of where they actually fast-rope (make sure you check your mission to see where it happens,
the good thing is as far as I can tell they fast-rope at the same spot whether they are on a local or a
dedicated server).
6. You can now specify an extra parameter for AI piloted insertions - this allows you to specify how
far away from the rope AI units will move when they disembark the rope.
Instructions for use by player pilots:
1. nul = [this, b] execVM "\norrn_dbo_fastrope\scripts\NORRN_fastRope_init.sqf"; (Note that the
script you need to call has a different name to previous versions).
where:
b Option (0 or 1) to give players the choice of when to descend fastropes - 0 - players are ejected
automatically when ropes are deployed - 1- players get and action giving them the choice of when
to descend the ropes - NB - if an AI unit is piloting the chopper then it will automatically cut the
ropes after a period of time so if you are given the choice to descend ropes don't muck around or
you'll miss the chance - best to use this option in connection with a player pilot.
eg. [this, b]
2. name the chopper
To get fast rope action when piloting a chopper
1. Make sure height is between 10 and 35 metres
2. Reduce speed to less than 2 and more than -2 ie. it might help to engage the auto-hover function
when doing this
3. Then depending on whether you have either players or AI in the cargo the following will happen:
If the cargo only contains AI units the player pilot will get the option to fastrope
Group leaders (player) should be able to deploy the rope for fastroping if they are in cargo space.
Group leaders entering the aircraft will always override the pilots ability to deploy the rope.
A groupleader in a gunner seat will NOT be able to deploy the rope. He has to be in cargo space.
Same applies for group members that choose a gunner seat instead of a cargo seat.
4. Depending on option b (see above) Ai willautomatically fastrope or players will get an option to
descend ropes
5. When the fast ropes are deployed the pilot gets an "abort fast rope" action in your action menu
this will drop the rope and allow you to move off immediately - just be careful if you engage this
action as anyone on the ropes will most likely fall to their death. If you do abort the ropes, still
have cargo units aboard it is possible to fast rope the remaining units in a safer locale.

Chopper taxi scripts have been added directly to the addon:


To add the fast-rope chopper taxi scripts to your mission make sure the fastrope addon is included
when you start ArmA2, then:
place the following in your init.sqf:

[choperName] execVM "norrn_dbo_fastrope\scripts\heloGoTo\heloGoTo_init.sqf";

OR in the init line of the AI taxi chopper in the editor put:

nul = [this] execVM "norrn_dbo_fastrope\scripts\heloGoTo\heloGoTo_init.sqf";

There are now two parameters that can be set in the init.sqf which allow you to specify whether the
taxi chopper and its crew are deleted when the chopper is destroyed and it respawns:
NORRN_FR_keepOldCrew
NORRN_FR_keepOldHeli
the default value for these parameters is false ie. chopper and crew will be deleted when new taxi is
respawned

6.If you want to have the ability to call for extraction from mission start (ie. without having used the
chopper to get to some location) make sure in the init.sqf file you put some code like:
Code:
player setVariable ["NORRN_FR_gotoHeli", heli1, true];
where:
player - is player or the name given to the playable unit in the editor
helo1 - is the name given to the chopper in the editor
7. The aerial taxis now respawn by default if they crash mid-mission - to switch the respawn
functionality off in the init.sqf put
Code:
NORRN_aerialTaxiRespawnOff = true;
How the taxi system works:
1. When a player group leader gets in the chopper in a cargo position an action appears to set the
chopper’s fast-rope destination or chopper land destination (chopper will land at this point).
2. Use the action and then a prompt appears to click on the map to set the fast rope destination –
choose your destination.
3. The chopper will commence taking off – during the journey to the fast-rope destination the player
commander will be given an action to cancel the fast-rope destination – if a player chooses this
option the chopper goes into a holding pattern and the player can choose a new fast-rope destination
or return to base.
4. Once the fast-rope destination is reached the player and his team will automatically disembark at
that location.
5. The chopper will then return to base and refuel. After a few seconds an action will appear for the
player group leader to set an extraction point.
6. If this option is chosen the player will need to click on the map to identify a safe location for an
extraction site. The chopper will then proceed to this location. Note: this location has to be
relatively flat and away from trees and powerlines etc otherwise the chopper will be damaged as it
lands and you’ll end up being stuck there.
7. Once the chopper lands it will remain there (with engine running) until the all clear is given.
8. The chopper then lifts off and actions appear in the player group leader’s action list giving the
player the option to return to base, set a new fast-rope destination or land destination.
Chopper Destination action.
Works in a similar way to the Fast rope destination, however, the chopper will land at the point
designated and will remain there with the engines running until the "all clear" action is given. This
will give you plenty of time (if needed) to unload the chopper get gear etc. Once the all clear is
given the chopper will automatically return to base.

Known Issues
* If scripting waypoints using addWaypoint command to add WPs to an AI chopper's flight path (ie.
not using editor added waypoints) make sure you set the choppers behaviour to "careless" and speed
"limited" for the fast rope waypoint otherwise the chopper may not stop.

If anybody does try this can they please let me know if they run into any other issues and contact
me via this thread on the BIS forums or directly at simonnsl@iprimus.com.au
Change Log
Fixes version 0.11, 21/01/11
- Fixed issue with using the fast-rope taxi when not using any of the other fast-rope functions.
- Attempted to fix AI units' fascination with detached ropes.
- Updated readMe to include use of fast-rope taxi.
- Added example mission that only uses the fast-rope taxi.

Fixes version 0.10, 16/01/11


- Some “\” were missing from the script paths in the addon
- Also added a wait statement so that the fast-roping choppers should not egress prior to deploying
ropes.

Fixes and additions version 0.9, 14/10/11


- fixed some units not descending rope
- fixed ropes not detaching from choppers
- added distance move away from rope variable for AI insertions (default distance is 5)
- fast roping is now possible from BAF Merlin
- fixed bug in AI choppers moving away from insertion point using a script
- added chopper taxi scripts to addon
- changed departing waypoint to sqf
- Added init variables to give the option of not deleting crew downed chopper if it is allowed to
respawn
NORRN_FR_keepOldCrew
NORRN_FR_keepOldHeli
default is false ie. chopper and crew will be deleted when new taxi is respawned
- added more precompiled functions to the taxi scripts
- further optimisation made to the Land_destination and Extraxtion_destination scripts.
- made all local vaiables "private" to locally running scripts - should reduce the possibility of
misdefinition of local var values
- chopper moveAway scripts for AI piloted fast-roping must now be in sqf format

Fixes/changes in v 0.8
1. Rewrote fast-rope system - fast-roping now uses animations built into the ropes rather than the
attachTo method used previously - should hopefully reduce network traffic as the scripts no longer
spam the attachTo command.
2. Replaced all setVehicleInits/processInits with publicVariable eventhandlers - should reduce
network traffic and data download required when joining a mission in progress.
3. Precompiled functions have replaced some drawn out sequences of code and code repetitions -
should speed up the processing of the scripts.
3. Removed all instances of waitUntil to reduce processor over-head.
4. Added geo lods and shadow lods to the rope models and additional rope models for the MH6.
5. Modified fast roping animations so that the units fit on the ropes better (still could do with some
tweaking though).
6. Added additional chopper compatability ie. CH47, MH6J and UH60M_EP1 and removed MV22
(Please let me know what other vanilla choppers you want added).
7. Jettisoned ropes should now appear on the roofs of buildings.
8. Added fast-roping sound while units descend the ropes (see acknowledgements above for original
source).

Fixes/Changes v 0.9, 14/10/11


- fixed some units not descending rope
- fixed ropes not detaching from choppers
- added distance move away from rope variable for AI insertions (default distance is 5)
- fast roping is now possible from BAF Merlin
- fixed bug in AI choppers moving away from insertion point using a script
- added chopper taxi scripts to addon
- changed departing waypoint to sqf
- Added init variables to give the option of not deleting crew downed chopper if it is allowed to
respawn
NORRN_FR_keepOldCrew
NORRN_FR_keepOldHeli
default is false ie. chopper and crew will be deleted when new taxi is respawned
- added more precompiled functions to the taxi scripts
- further optimisation made to the Land_destination and Extraxtion_destination scripts.
- made all local vaiables "private" to locally running scripts - should reduce the possibility of
misdefinition of local var values
- chopper moveAway scripts for AI piloted fast-roping must now be in sqf format
- AI units no longer need to be in a single group to fast-rope
- added signature file v.2

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