Arma 3
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Advanced Urban Rappelling
   
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Data Type: Mod
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1.087 MB
Jul 23, 2016 @ 5:52pm
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Advanced Urban Rappelling

In 2 collections by duda
Advanced Ropes (Sling Loading + Towing + Rappelling)
4 items
Advanced Arma Pack
9 items
Description
Created by Duda w/ custom animations by Mcruppert

https://forums.bistudio.com/topic/192925-advanced-urban-rappelling/

Want more? Check out my latest mods!



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

Features:

- 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.

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.

Installation:

1. Subscribe via steam or download latest release from https://github.com/sethduda/AdvancedUrbanRappelling/releases
2. 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.

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] spawn AUR_Rappel_Unit;

Params:
UNIT = The unit that should rappel

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:

ROPE_LENGTH = Rope length in meters (Optional, defaults to 1.3x height above ground)
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.

Not working on your server?

Make sure you have the mod listed in the -mod or -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.

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

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 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):

!"AUR_"

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 rappelling action appears while in a heli, 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 AUR_Hint { allowedTargets=1; };
class AUR_Hide_Object_Global { allowedTargets=2; };
class AUR_Enable_Rappelling_Animation_Global { allowedTargets=2; };
class AUR_Play_Rappelling_Sounds_Global { allowedTargets=2; };
};
};


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.

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!


Got Questions? Join my Discord channel:
https://discord.gg/RHkGYCt
Popular Discussions View All (4)
6
Feb 6, 2019 @ 1:45am
Rappelling Not Working Correctly
Boonji
3
Sep 17, 2020 @ 10:22am
Ropes for inventory (no more magic rappelling)
CC_Viper
1
Jan 2, 2019 @ 7:56pm
Action menu
patrioticmutt
< >
366 Comments
idk by this point May 3 @ 7:35pm 
quick question, whats are the names of the maps in the screenshots? i kinda want to play them with this mod
MAJ Thomas - ASOT Apr 29 @ 10:29pm 
Hey mate,
Love the mod. Would you be willing to grant me permission to repack this into our mod pack please?
I will give full credit as well as a link to all your workshop creations.
Satan Apr 20 @ 11:51am 
Hello, thank you for making this Mods! Can i repack your mod please?
blablabla Mar 29 @ 6:57am 
Can I just use waypoints for the AI?
epicpatrickyolo Nov 14, 2020 @ 9:19pm 
Is it possible to enter a building through a window/door while rappeling?
Line Nov 9, 2020 @ 11:12pm 
However if you then use the normal Advanced Rappelling mod all the issues are fixed....

I don't even know what the hell is up with this mod haha
Line Nov 9, 2020 @ 11:06pm 
This mod is incredibly fucky and is broken in an extremely weird way.

Normally, when you are jogging and sprinting and you go to prone, there are different animations that show you diving into a prone state, one for sprinting and one for jogging.

When I use the mod on it's own, it's perfectly fine, works well with all the animations.

When I install ACE and ACEX, the animation for going to prone from a jog breaks. Meaning that the character will come to a complete stop *then* do the animation to go prone from a standing position.

With a few other mods installed (Unknown what exact mod causes it) I find that the sprinting animation breaks too. Meaning that when going prone your character comes to a complete stop and only then goes prone.

These problems are perfectly reproducable for me and I could help figure out whats going on, but until they are fixed I don't think I will be using this mod.
TaticalWarFare21 Nov 9, 2020 @ 6:07pm 
cana you make him actually walk on the building instead having them sliding on the wall
Ink Sans Oct 13, 2020 @ 6:31pm 
Question, is there an animation with this that you could use for static animating at all?
markooff Oct 12, 2020 @ 8:12am 
Exactly as Nicoman said. The main problem is in type of the "vehicle" (I mean the invisible object) you just 'ride on' when rappelling. In the past - modmakers used a rocket launcher (an invisible one) for this. But, after ACE core developers made the CSW system - WHEN YOU only turn on the option "ACE CSW | Save extra ammo " - it immediately leaves a rocket piles on your char position .

The solutions for this problems are
1) Dont use ACE with AUR at all :) :P (of course it's rather stupid for most of Us)
2) When use AUR with ACE3 mod - dont turn on an ACE CSW | Save extra ammo option !
3) When nothing above is possibile - use modified (fixed ) version of AUR - in which the "ivisible rocket laucher" is changed by another invisible object (there are few suitable, which can be used instead of the rocket launchers for instance : RoadCone_L_F )

Best regards.