Arma 3
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Advanced Rappelling
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Data Type: Mod
Mod Type: Helicopter
File Size
Posted
Updated
481.722 KB
29 Jun, 2016 @ 2:30pm
24 Aug, 2016 @ 8:19pm
5 Change Notes ( view )

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Advanced Rappelling

In 2 collections by duda
Advanced Ropes (Sling Loading + Towing + Rappelling)
4 items
Advanced Arma Pack
9 items
Description
Adds support for helicopter rappelling. SP & MP Compatible.

Completely optional, but if you want to give back for any of my addons, I would greatly appreciate Donations[www.paypal.com]!

https://forums.bistudio.com/topic/192126-advanced-rappelling/

Want more? Check out my latest mods!



Also check out my Advanced Urban Rappelling, Advanced Sling Loading and Advanced Towing addons for more rope features!

Features:

- Rappel up to 6 players or AI from any helicopter at the same time (depending on helicopter size)
- Enhanced rope physics. Takes into account wind speeds (from the rotor and environment) and air resistance. Players will swing around if the helicopter doesn't stay still.
- Players control when and how quickly to descend down the rope using the "move backward" key
- Supports rappelling onto tops of buildings, through trees, etc
- Command AI in your group to rappel from a helicopter. AI will automatically descend the rope once told to rappel

Directions:

- Get into any helicopter (not as pilot)
- Once more than 5m off the ground, actions become available to rappel either yourself or your AI units
- Once you are rappelling, press the "move backwards" key to descend down the rope (note: AI will auto-descend)

Installation:

- Subscribe via steam or download latest release from https://github.com/sethduda/AdvancedRappelling/releases
- If installing this on a server, add the addon to the -serverMod command line option. It's only needed on the server side. Clients dont need it.

Notes for Mission Makers:

You can customize which classes of vehicles support rappelling by setting the AR_SUPPORTED_VEHICLES_OVERRIDE variable in an init.sqf file.

AR_SUPPORTED_VEHICLES_OVERRIDE = [];

The example above will only allow rappelling from vehicles of class CUP_CH47F_base and RHS_CH_47F.

You can disable shooting whlie rappelling by setting the AR_DISABLE_SHOOTING_OVERRIDE varaible in an init.sqf file. Defaults to false (shooting enabled).

AR_DISABLE_SHOOTING_OVERRIDE = true;

You can limit the number of rappell positions (for all helicopters) using the AR_MAX_RAPPEL_POINTS_OVERRIDE variable in an init.sqf file. Defaults to 6. You can set any value from 1 to 6.

AR_MAX_RAPPEL_POINTS_OVERRIDE = 2;

You can define custom rappel points instead of using the default 6 rappel points by using the AP_CUSTOM_RAPPEL_POINTS variable. You can either specify [x,y,z] model positions or memory point names. Define the AP_CUSTOM_RAPPEL_POINTS variable in your init.sqf file. See https://github.com/sethduda/AdvancedRappelling/blob/master/README.md for an example of how to do this.

You can have AI auto-rappel from a helicopter using the following script (all units in the cargo seats will rappel):

[HELI_NAME] call AR_Rappel_All_Cargo

This function will rappel the cargo units at 25m at the heli's current position. If the heli is currently moving, it will stop so units can rappel.

If you want more control, there are addtional parameters you can set:

[HELI_NAME,RAPPEL_HEIGHT,POSITION_ASL] call AR_Rappel_All_Cargo

RAPPEL_HEIGHT: height in meters to rappel
POSITION_ASL: Exact position ASL where you want the units to rappel to. This script will get them within ~1m of that position.

Not working on your server?

Make sure you have the mod listed in the -mod or -serverMod command line option. Only -serverMod is required for this addon. If still not working, check your server log to make sure the addon is found.

FAQ

This addon is only required on the server - is it going to slow down my server?

No - while this addon is server-side only, it installs itself on all clients without them downloading the addon. Most of the time, the rappelling code actually runs client-side, even though you installed the addon only on the server. Magic!

Battleye kicks me when I try to do xyz. What do I do?

You need to configure Battleye rules on your server. Below are the files you need to configure:

setvariable.txt

Add the following exclusions to the end of all lines starting with 4, 5, 6, or 7 if they contain "" (meaning applies to all values):

!"AR_"

setvariableval.txt

If you have any lines starting with 4, 5, 6, or 7 and they contain "" (meaning applies to all values) it's not going to work. Either remove the line or explicitly define the values you want to kick. Since the values of the variables above can vary, I don't know of a good way to define an exclusion rule.

Also, it's possible there are other battleye filter files that can cause issues. If you check your battleye logs you can figure out which file is causing a problem.

The rappelling action appears while in a heli, but do nothing when I select them. How do I fix that?

Most likely your server is setup with a white list for remote executions. In order to fix this, you need to modify your mission's description.ext file, adding the following CfgRemoteExec rules. If using InfiStar you should edit your cfgremoteexec.hpp instead of the description.ext file. See https://community.bistudio.com/wiki/Arma_3_Remote_Execution for more details on CfgRemoteExec.

class CfgRemoteExec
{
class Functions
{
class AR_Client_Rappel_From_Heli { allowedTargets=0; };
class AR_Hint { allowedTargets=1; };
class AR_Hide_Object_Global { allowedTargets=2; };
class AR_Enable_Rappelling_Animation { allowedTargets=2; };
class AR_Rappel_From_Heli { allowedTargets=2; };
};
};


Can this be updated to require a "rope" item (e.g. the Exile rope)?

Yes, here's a way to do this. Add this code to your init.sqf file. It overrides the function that checks if rappelling is allowed. Near the end of this code see the line that checks for the Exile_Item_Rope inventory item.

[] spawn {
waitUntil {!isNil "AR_Rappel_From_Heli_Action_Check"};
AR_Rappel_From_Heli_Action_Check = {
params ["_player","_vehicle"];
if!([_vehicle] call AR_Is_Supported_Vehicle) exitWith {false};
if(((getPos _vehicle) select 2) < 5 ) exitWith {false};
if(((getPos _vehicle) select 2) > 150 ) exitWith {false};
if(driver _vehicle == _player && isEngineOn _vehicle) exitWith {false};
if(speed _vehicle > 100) exitWith {false};
if!("Exile_Item_Rope" in magazines _player) exitWith {false};
true;
};
};

Issues & Feature Requests

https://github.com/sethduda/AdvancedRappelling/issues

If anyone wants to help fix any of these, please let me know. You can fork the repo and create a pull request.

Special Thanks for Testing & Support:

Stay Alive Tactical Team (http://sa.clanservers.com)
Boosh and Beachhead
JezaGooner (for their video on the steam page)


Got Questions? Join my Discord channel:
https://discord.gg/RHkGYCt
Popular Discussions View All (16)
13
16 Jul, 2018 @ 1:14am
AI auto rappelling
PPOverdose
5
29 Mar, 2017 @ 9:04am
Advanced Rappelling?
gloom
3
8 Mar, 2023 @ 1:15pm
Setup on Linux Server
MUW_Vinny
454 Comments
Nimmersatt 29 Apr @ 4:28am 
@[IPL]Vino Yes, I've experienced the same bug on KP Liberation Lythium.
Nimmersatt 29 Apr @ 4:21am 
Major Bug: Spawned AI can't move when this mod is active.
This happens with both mods: "Advanced Rappelling" and "Advanced Urban Rappelling". The AI will just stand still where they were spawned and "twitch" from time to time. They can't shoulder their weapon and will just fire into the ground. This can easily be tested with "KP Liberation - Lythium" (or other scenarios) and switching to Zeus mode.
Dimka_RUSH_Rus 26 Mar @ 11:51am 
Hi Duda, please tell me about the Advanced Rappeling mod, how to make it at custom descent points. For the Mi-8 rhs and uh-60, I need more than two soldiers to descend. For example, 4 soldiers from each rope
Chess 19 Mar @ 11:51am 
@[IPL]Vino I started having the same issue around the time it was first reported. AI piles up where they spawn and seem to want to move but keeps being blocked from moving. They even float in the air in a sitting-position after some time. I figured out today which mod was causing this and for sure it is this one. After Removing it it all came back to normal

AI-related mods running on my server after removing Advanced Rappelling is:

- 3CB Factions
- ACSTG AI Cannot See Through Grass
- ALiVE
- CBA_A3
- LAMBS_Danger.fsm
- RHSAFRF
- RHSGREF
- RHSSAF
- RHSUSAF
DapperChewie 8 Jan @ 6:30am 
@[IPL]Vino Yep! Playing any escape mission, the spawned enemy AI are unable to move, spinning on the spot and firing at the ground in the 'relaxed' stance.
[IPL]Vino 14 Dec, 2023 @ 12:18pm 
Hello,
I know it sounds weird, but after installing this mod we've encountered weird issue on our server where enemy AI patrols were standing still - not moving at all even after setting waypoint through zeus and shooting to ground without any animation. I know it sound unrelated with this mod but after removing it from server it was instantly fixed. Has anyone experienced similiar issue?
LeeAnderson 23 Sep, 2023 @ 5:28am 
Half of the time players will straight up fall when trying to rappell, same issue with urban rappelling. Works fine for AI though
NotTheSolaire 12 Sep, 2023 @ 4:40pm 
it works at first then launches me off not only that it works for my ai team mates then it launches me off when i try with them
Redflask0426 (aflac) 2 Jul, 2023 @ 6:01am 
how do i add this mod to my server?
CommieCrusher 12 Apr, 2023 @ 5:00pm 
I'm having an issue where AI get caught in a prone position while trying to rappel down