Author: Duda
Author Website: https://github.com/sethduda/AdvancedUrbanRappelling

Requirements: No addons required

Version: 1.0
Signed: Yes, serverkey included

Short description: Rappel of anything that's more than 4-5m high. This includes buildings, cliff, towers, etc. Everything works as long a you can walk to an edge.

Date: 2016-07-23 11:03


Comments: (4)
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Advanced Urban Rappelling

by
Duda


Description:
Rappel of anything that's more than 4-5m high. This includes buildings, cliff, towers, etc. Everything works as long a you can walk to an edge.
Fire while rappelling! You can switch between your rifle and pistol while rappelling.
Custom animations and sounds
Supports swinging side to side, pushing off wall, and climbing back to the top.
Supports rappelling AI units.
Can be installed as server-side only addon. However, clients without the addon won't be able to shoot while rappelling and won't see custom animations and sounds. Still looks great though!
SP and MP compatible.


Installation:
To install the Advanced Urban Rappelling you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

If installing this on a server, add the addon to the -serverMod command line option. It's required on the server side and is optional for clients. It's recommended to put the addon's key in your server's key directory so clients can optionally enable the addon. If clients have the addon enabled, they'll be able to shoot while rappelling and will have custom animations and sounds.


Included files:
AUR_AdvancedUrbanRappelling.pbo


Usage:
For usage instructions and information of how to use the Advanced Urban Rappelling please refer to the included documentation and/or example mission.

Directions:
Walk to any edge that's 4-5m high. Using your action menu, either rappel yourself or your AI units.

Once rappelling, here's what you can do:
Move down rope (use move backwards key: s)
Move up rope (use move forwards key: w)
Wall walk left (use move left key: a) - must be facing & against surface to walk.
Wall walk right (use move right key: d) - must be facing & against surface to walk.
Push off wall (use sprint key: left shift) - must be facing & against surface to push off.
Push off wall more (hold down sprint key & release: left shift) - must be facing & against surface to push off.
Take out weapon (use fire: left mouse click or raise weapon key: left ctrl twice)
Lower weapon (use lower weapon key: left ctrl twice)
Switch weapon (use your action menu to select rifle or pistol)
Climb back to top (move up rope to the top, and then use action menu)
Detach from rope (use action menu)
There are a few ways to rappel AI units:
Option 1: With you AI units nearby, walk to an edge and press Rappel AI Units. All nearby AI in your group will rappel down 3 evenly spaced ropes.
Option 2: After you start rappelling, you can use the Rappel AI Units action. All AI near your rappel anchor point will rappel in the same position.
Option 3: After you finish rappelling, you can use the Rappel AI Units action. All AI near your last used rappel anchor point will rappel in the same position.

Notes for Mission Makers:
If you want to script AI to rappel, you can use the AUR_Rappel_Unit function. Place the unit next to the edge they should rappel.
Then, via scripting (e.g. using trigger activation) call this function:
[UNIT, ROPE_LENGTH] spawn AUR_Rappel_Unit;
Params:
UNIT = The unit that should rappel ROPE_LENGTH = Rope length in meters (Optional, defaults to 60 if not specified)
The unit will then rappel down the edge.
If you want more control, you can use the optional parameters:
[UNIT, ROPE_LENGTH, ANCHOR_POSITION, RAPPEL_DIRECTION] spawn AUR_Rappel_Unit;
Params:
ANCHOR_POSITION = Position ASL where the rope should attach (Defaults to edge next to unit if not specified) RAPPEL_DIRECTION = Unit vector direction that the unit should jump off when starting rappelling (e.g away from the building). If the unit is facing the direction they should jump off, you can get this via the command vectorDir UNIT.


Media:



Armaholic.com has its own Youtube channel where we will cover the Community made releases.
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Issues & Feature Requests:
https://github.com/sethduda/AdvancedUrbanRappelling/issues
If anyone wants to help fix any of these, please let me know. You can fork the repo and create a pull request.

Steam Workshop:
- Subscribe


Credits & Thanks:
Special Thanks for Testing & Support:
Mcruppert for the custom animations
Mynock for custom rappelling sounds
Jeza for the videos and screen shots
Stay Alive Tactical Team (http://sa.clanservers.com)
The MANY people from BIS forums that have helped test this!


License / Disclaimer:
The MIT License (MIT)

Copyright (c) 2016 Seth Duda
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.


Changelog:
v1.0
- first release


Forum topic:
- BI forums




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