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yours is "Rapelling"
The on-screen BIS HoldAction ruins the vision when in combat and standing near edges, ive tried myself to remove it but it either broke the mod or when it worked it broke other mods such as ACE.
Get to the edge of a bulding or balcony, and the action button in the middle of the screen will apear
*make sure you have the correct conditions set in the add on options (ropes and equipment needed to rappel )
Just saw the latest comments about AI getting stuck in scenarios, and I'm having the same issue here in my unit...
I'm just chatting here as "statistics" so you Know your mod is really appreciated and we all hope for this error to be fixed!
Keep up the good work!
EXTRA REQUEST
- Is there any chance of changing (or making an option) the rappel action to the vanilla action menu, and not the center screen interaction?
When we are in the edge of an structure, in a defensive pos or something, that screen button really ruins it up...
"21:51:18 Error: Bone slot_backpack doesn't exist in skeleton OFP2_ManSkeleton"
It this an issue with this build? I am getting major server errors, concerning what I believe are animations. It is either due to this mod or CUP Units, per @gnrnr : https://forums.bohemia.net/forums/topic/174475-preventing-skeleton-errors-in-rpt-how-to
I will not change and approach PBO, only the hall in a separate technical mode, I will indicate a link to the original too
Hopefully you can give me a hand because we would really like to use it, but as of now it totally breaks AI behaviour.
Thanks in advance
Generally speaking - the only possibility for dettaching yourself from the rope while rapelling is using "Detach" function (form the menu or by special keybind).. In any other situation (even collision with other physix object and so on) You are still attached to the rope...
Considering that - You can also slide a bit on the ground just after rapelling (or slide arround the rockshelf on the cliff) - still being attached to the rope. Theres no automatic mechanism for detaching in our version of the mod.
NO, ropes aren't shareable while being attached at all.
This came from the issues with solving locality in client-server architecture in arma3, than problems with raycasting (function used during rapell process) and also may produce some extra problems with using function "move up" and "move down" while rapelling.
That's almost the same like in case of "using a THING both with the teammate" - for instance a stretcher
I always use a menu action for rapelling (or a predefined shortcut esp. when I have to open/close it fast) ... but I'll try to do so :) and see what will happen.
In generall - I've never planned to share non-ACE-content (functions, hooks, calls ) with the ace interaction menu, I know that it is possibile to do so, but ...I didn't find it a good idea .
But this time i see that it may be an interesting idea :)...
@Devastator - in generall no.
That means -
- if You play without enabling the option "ropes & devices are needed for rapelling" ) - NO - because You don't have to have any special equipment that way.
- But if You've enabled it - and You have your own rope in your backpack - You can always give it to your friend, and than he will be abble to rapell instead of You (works the same with rapell device). :)
Thanks again for your update
@Lightmanticore - It looks like we cannot reproduce the situation You probably have. So the best method to help You is to invite You on our ts3.server and try to solve the problem during a talk. I've sent You an steam profile invite .
1) to use "unhook" ("unrappel") method - manually - with the scroll menu
and
2) to use preconfigured keyboard shortcut (due to CBA Extended Support) for this specific action. To do so, you have to go directly to the Configure Menu , than take "Configure Controls ", than "addon configuration" - and finally chose the Advancde Urban Rapelling section . There you can configure the keyboard shortcut suitable for Your keyboard configuration.
Also, is this mod required on both dedicated server + clients?
@glouton - thank You for information. We'll keep it in mind but now We are mostly focused in two other mods (PGM Logistic system and PGM Fractions ) so this analize may last for a while .. But thank You in advance :)
Just had a look into the code and found what seems to be a mistake.
In "functions/fn_advancedUrbanRappellingInit.sqf" line 1335
Test "if (isServer) then" has been commented out an rude explanation
Indeed at the top of this file there's a test to exit if it's not a server.
But here were are inside the "AUR_Advanced_Urban_Rappelling_Install" which is exectued remotely on every clients with the call on the last line of the file:
remoteExecCall [""AUR_Advanced_Urban_Rappelling_Install"", -2, true];
As a result, yes the test is needed. In my humble opinion of course.