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Your second idea could actually work.
I would put 2 actions on the camonet, with a condition that checks the Z position of the player to determine if hes at the top or the bottom and then use the following to make him mount the invisible ladder:
https://community.bistudio.com/wiki/action/Arma_3_Actions_List#LadderUp
https://community.bistudio.com/wiki/action/Arma_3_Actions_List#LadderDown
Note: I've assigned 5 ladders the variable name "ladder_#" to add variety to where the player gets on the net, that's why there is "ladder" instead of a number. (I can remove it if its a problem)
this addAction ["Climb", if (getPosATL player > 25) then {player action ["ladderDown", (position player nearestObject "ladder"), 0, 1]} else {player action ["ladderUp", (position player nearestObject "ladder"), 0, 0]}];
current problem is the action isnt showing up
this might work... you'll just have to fill in the correct classname for the ladders.
Tried the code you gave me, it gets me to do the animation but then, with the ladder's classname I just stay put, I can't move or look around and I stay where I selected the action; with the wrong classname I can slide around in the ladder state but its no better.
result: https://gfycat.com/BlueValuableDassierat
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and here in case you prefer it, some ace self interactions for it (for initPlayerLocal.sqf) (requires the ladder to be called ladder_1)
result: https://gfycat.com/LightKlutzyAtlanticridleyturtle