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Thanks for the mod, it is truly excellent. I am hoping to make use of your rappelling mod in a scenario I'll be running for a group, however I have been having difficulty getting the rappelling to work as precisely as needed.
The most notable difficulties are
- Rope bunching up at the player's feet while attempting to place rappel points
- Initial rope is too long, leading to a large swing at the start of the rappel.
I've been tweaking the code and testing, and have made a couple of changes that have greatly increased the reliability of the rope placement and rappel. They also have the effect of reducing clipping through the floor / walls when rappelling off buildings. However as these small tweaks didn't seem worthy of a whole mod branch, so I thought I would share them in the hope that they will make it into the official mod.
In file "fn_AUR_Place_Rappel_Point_Action.sqf", changed line:
(AUR_GET_ENDPOINT_LEADER(_player)) setPosASL ((getPosASL _player);
To:
(AUR_GET_ENDPOINT_LEADER(_player)) setPosATL ((_player modeltoWorld (_player selectionPosition "lefthand")) vectorAdd ((vectorDir _player) vectorMultiply 0.15));
This allows for very precise placement of the top rappel point by the player, allowing for more complex rappels.
In file "fn_AUR_Place_Rappel_Point_Action.sqf", changed line:
_endpointTop setPosASL (getPosASL AUR_GET_ENDPOINT_LEADER(_player));
To:
_endpointTop setPosASL ((getPosASL AUR_GET_ENDPOINT_LEADER(_player)) vectorAdd (vectorDir _player));
With these changes, I am able to reliably place a rope over the edge of a building, even when that building has a large parapet etc.