Arma 3
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Advanced Towing
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Data Type: Mod
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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
Description
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[www.paypal.com]!

Want more? Check out my latest mods!



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

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)

Installation:

- 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.

SA_MAX_TOWED_CARGO = 3;

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.

SA_TOW_SUPPORTED_VEHICLES_OVERRIDE = [];

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.

SA_TOW_RULES_OVERRIDE =
[],
["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.

SA_TOW_LOCKED_VEHICLES_ENABLED = true;

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.

SA_TOW_IN_EXILE_SAFEZONE_ENABLED = true;

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

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

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

Source

You can find the latest source here: https://github.com/sethduda/AdvancedTowing

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 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:

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):

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

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 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 https://community.bistudio.com/wiki/Arma_3_Remote_Execution 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: https://forums.bistudio.com/topic/189616-boat-towing/

Special Thanks for Testing:

- Stay Alive Tactical Team (http://sa.clanservers.com)
- BI forum community: diesel tech jc, TeTeT, belbo
- Crimson Gaming for testing on exile (http://crimsongamingau.com)
- DirtySanchez & XLD (exilemod.com) for his great ideas & work to make this functional with Exile


Got Questions? Join my Discord channel:
https://discord.gg/RHkGYCt
Popular Discussions View All (5)
5
Jan 22, 2019 @ 5:19am
Breaking Tow Ropes
CrDraggin
5
Dec 20, 2019 @ 3:06pm
Scroll Options Disappearing
svlem
0
Jan 14, 2018 @ 9:22am
Need help im new to this
Budlock
< >
311 Comments
henrise May 25 @ 4:29am 
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▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌
█▌███▓▓▓▓▓▓▓▓▐░░▄▓▓███▓▓▓▄▀▐█ COPY AND PASTE HIM
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▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌ SO HE CAN TAKE OVER THE WORKSHOP
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Pikachu Mar 28 @ 5:31am 
I have made a mod replacing my previous script.

Vehicle Towing
https://steamcommunity.com/sharedfiles/filedetails/?id=2785946169
Pikachu Mar 13 @ 3:24pm 
Greetings to the Arma 3 community.

I have done some tests and found out that parking brakes were really blocking towing of some vehicles. So, the 2.08 Arma 3 update seems to be very fruitful for vehicle towing.

I tried to update this "Advanced Towing" script but found out that it is too complicated for me.
It was much easier for me to write my own implementation of the script than change this one.

So, I have released a demo version 0.1 of my script for public tests.
It is called "Vehicle Towing Script". You can check it at the following link.
https://steamcommunity.com/sharedfiles/filedetails/?id=2778622118

If you have any questions about it, feel free to post comments for the asset on its page.
Thank you.
SRXcraft Mar 12 @ 10:02am 
Someone need to update this script with the latest engine features
Pikachu Mar 12 @ 5:54am 
Thank you, Jinkis.

I would like to add that a recent Arma 3 update to version 2.08 has introduced an interesting function for realistic towing. It is called "disableBrakes".

According to the wiki page, https://community.bistudio.com/wiki/disableBrakes , it "Disables autobrake, which is engaged when vehicle is stationary and stops wheels from rotating freely when vehicle is pushed".

Seems that BIS realized that automatic brakes were blocking the towing previously and fixed that bug.

Sources:
https://community.bistudio.com/wiki/Category:Introduced_with_Arma_3_version_2.08

I will try to test this function together with `setTowParent` function in the editor.

Thanks in advance.
Jinkis Mar 11 @ 5:03pm 
Seriously hope someone jumps on what Pikachu said
Jericho Dec 14, 2021 @ 5:17pm 
See below.
Pikachu Oct 6, 2021 @ 12:56pm 
Hello !

Yesterday, a new function has been added to the Arma's API, it is called 'setTowParent'.
https://community.bistudio.com/wiki/setTowParent

It allows creating a realistic towing !
At last Arma developpers have heard our thoughts and made the game engine better.

Description:
Allows towedVehicle to be towed by towingVehicle. This loosens the vehicle brakes of the towedVehicle and turned its steering wheels toward the towingVehicle. Supposed to be used together with a rope connecting both vehicles.

Please, add this function into your add-on.

I have been waiting for this feature since the first Arma (Armed Assault it was called).

Thanks in advance.
Avarose Sep 17, 2021 @ 10:58am 
Hi may i add this to my mod pack with credits to you in the file
preserver83 Mar 17, 2021 @ 9:24pm 
how to integrate this script into mission ?