Arma 3
522 ratings
Advanced Towing
Data Type: Mod
File Size
0.082 MB
Mar 6, 2016 @ 4:06pm
Apr 13, 2016 @ 5:28am
16 Change Notes ( view )

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Advanced Towing

In 2 collections by duda
Advanced Ropes (Sling Loading + Towing + Rappelling)
4 items
Advanced Arma Pack
9 items
Adds support for towing vehicles using ropes. Works in both SP and MP. Watch the video for directions.

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

Want more? Check out my latest mods!

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


- Tow other vehicles behind Ships, Cars, Trucks and Tanks
- The size of the vehicle impacts it's towing capability
- Other players (including AI) can tow other players
- Supports towing damaged / destroyed vehicles
- Supports towing "trains" of vehicles (limited to 2 by default - see below)


- Subscribe via steam
- If installing this on a server, add the addon to the -serverMod command line option. Clients don't need it.
- Optionally, this can be installed directly in the mission PBO by calling the advanced towing script via initServer.sqf. You'll find the sqf script (fn_advancedTowingInit.sqf) in the addons directory inside the downloaded addon.

Default Towing Rules:

- Tanks can tow tanks, cars, ships and air
- Cars can tow cars, ships and air
- Trucks can tow cars, ships and air
- Ships can only tow ships
- You can't tow locked vehicles (see settings below)
- You can only tow up to two vehicles in a chain at a time (see settings below)

Notes for Mission Makers:

You can enable "trains" of vehicles by defining the SA_MAX_TOWED_CARGO varible in your init.sqf file. By default, this is set to 2. When enabled, vehicles can tow up to the max number of specified vehicles. If you try to tow more, your vehicle won't be able to move.


You can customize which classes of objects can "deploy" tow ropes by overriding the SA_TOW_SUPPORTED_VEHICLES_OVERRIDE variable in an init.sqf file.


This will only allow objects of class Air and Ship deploy tow ropes

You can customize what can and can't be towed by defining the SA_TOW_RULES_OVERRIDE variable in the init.sqf file.

[ ["Air", "CAN_TOW", "Ship"],
["Air", "CAN_TOW", "Air"],
["Ship", "CANT_TOW", "Air"],
["Ship", "CAN_TOW", "Ship"]

In this example, all objects of class Air can tow Ships and Air. However, Ships can only tow ships.

You can allow towing of locked vehicles by defining SA_TOW_LOCKED_VEHICLES_ENABLED in your init.sqf file. It defaults to false.


You can allow towing in an Exile safe zone by defining SA_TOW_IN_EXILE_SAFEZONE_ENABLED in your init.sqf file. It default to false.


Not working on your server?

Make sure you have the mod listed in the -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.

Issues & Feature Requests

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


You can find the latest source here:


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 towing code actually runs client-side, even though you installed the addon only on the server. Magic!

Why is the vehicle I'm towing jumpy/laggy?

If you're towing a vehicle that another player is driving, it's slower to transmit position updates for the towed vehicle. This will result in laggy looking towing. Have the player move to the passenger seat and then re-attach the tow ropes.

Also, when using this in MP, all other players watching someone tow something will also notice the towed vehicle isn't moving as smoothly. This is also due to network delay. Usually this isn't too noticeable unless moving very fast.

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 two files you need to configure:


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):

!="SA_Cargo" !="SA_Tow_Ropes" !="SA_Tow_Ropes_Vehicle" !="SA_Tow_Ropes_Pick_Up_Helper"


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 tow actions appear when looking at a vehicle, 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 for more details on CfgRemoteExec.

class CfgRemoteExec
class Functions
class SA_Simulate_Towing { allowedTargets=0; };
class SA_Attach_Tow_Ropes { allowedTargets=0; };
class SA_Take_Tow_Ropes { allowedTargets=0; };
class SA_Put_Away_Tow_Ropes { allowedTargets=0; };
class SA_Pickup_Tow_Ropes { allowedTargets=0; };
class SA_Drop_Tow_Ropes { allowedTargets=0; };
class SA_Set_Owner { allowedTargets=2; };
class SA_Hint { allowedTargets=1; };
class SA_Hide_Object_Global { allowedTargets=2; };

How do I tow a boat like in the picture?

Diesel made a great script for this. You can find it here:

Special Thanks for Testing:

- Stay Alive Tactical Team (
- BI forum community: diesel tech jc, TeTeT, belbo
- Crimson Gaming for testing on exile (
- DirtySanchez & XLD ( for his great ideas & work to make this functional with Exile

Got Questions? Join my Discord channel:
Popular Discussions View All (5)
Jan 22 @ 5:19am
Breaking Tow Ropes
Mar 10, 2017 @ 4:06am
Scroll Options Disappearing
Jan 14, 2018 @ 9:22am
Need help im new to this
< >
YuvalG Jan 15 @ 4:00am 
Is this Client Side?
TheLonamaRDoS Dec 1, 2018 @ 2:10am 
What about moving backwards? Can I tow the plane back?
KageNekoSama Sep 17, 2018 @ 7:42pm 
Does this work on a listen server or should i add it to the mission file?
Cross_Over Aug 15, 2018 @ 9:13am 
could be possible to tow tanks with trucks?
42nfl19 Aug 11, 2018 @ 12:08pm 
@duda While it has been awhile since you updated this mod, have you ever thought of integrating ACE optionaly? i.e. If the mod detects you are running the mod it switches the scroll menu interaction with the ACE interactions?
FeuerSeife Ryzen 5U Editon Jul 27, 2018 @ 5:04pm 
Heya Duda, you prolly had this question about a million times already, but how do i tow RHS stationary weapons?
I saw a screenshot of a Humvee towing an arty, and i couldent find any sort of way to implement the same thing into my own game.
Kal Athens Jul 9, 2018 @ 2:33pm 
Thanks :)
duda  [author] Jul 9, 2018 @ 2:23pm 
Yeah no problem
Kal Athens Jul 8, 2018 @ 11:44pm 
Heya duda, would you be cool with us including the PBO for advanced towing in my group's mod?
We have a workshop mod, and its non-pbo contents are posted on github.

I would gitignore the advanced towing PBO, and credits/information to your mod would be added to our Workshop mod page, as well as on the github readme. This would be the first external mod included inside of our pack, rather than on a Workshop mod list.

For reference, our github and workshop mod:

You can reply to me on here, or directly on discord @ Kal#5025.
MaeshimaR Jun 20, 2018 @ 5:13pm 
Every nice mod .Thanks !
In fact ,I am not clear about how to let AI use towing ,
I want a helicopter tow attach to a tank and drop it when heli arrive at a waypoint by using editor ,if heli named H1 ,tank named T1 ,what`s the script should I write?