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Glitchy rope fix
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@ -40,7 +40,7 @@ _deployedRopes = [];
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_hook attachTo [_vehicle, [0,0,0], _x];
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};
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_ropeTop = ropeCreate [_hook, [0, 0, 0], _dummy, [0, 0, 0], 2];
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_ropeTop = ropeCreate [_dummy, [0, 0, 0], _hook, [0, 0, 0], 2];
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_ropeBottom = ropeCreate [_dummy, [0, 0, 0], _anchor, [0, 0, 0], 33];
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//deployedRopes format: attachment point, top part of the rope, bottom part of the rope, attachTo helper object, anchor helper object, occupied
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@ -24,9 +24,10 @@ private ["_origin"];
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//Wait until the unit is actually outside of the helicopter
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if (vehicle _unit != _unit) exitWith {};
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_unit setVectorUp [0, 0, 1];
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//Start fast roping
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if (isNull attachedTo _unit) exitWith {
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_dummy setVectorUp [0, 0, 1];
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_unit attachTo [_dummy, [0, 0, -1.2]];
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[_unit, "ACE_FastRoping", 2] call EFUNC(common,doAnimation);
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ropeUnwind [_ropeTop, 6, 35];
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@ -45,7 +46,7 @@ if (((getPos _unit select 2) < 0.2) || {ropeUnwound _ropeTop} || {vectorMagnitud
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_origin = AGLtoASL (_vehicle modelToWorld _attachmentPoint);
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_dummy setPosASL (_origin vectorAdd [0, 0, -2]);
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_ropeTop = ropeCreate [_hook, [0, 0, 0], _dummy, [0, 0, 0], 2];
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_ropeTop = ropeCreate [_dummy, [0, 0, 0], _hook, [0, 0, 0], 2];
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_ropeBottom = ropeCreate [_dummy, [0, 0, 0], _anchor, [0, 0, 0], 33];
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//Update deployedRopes array
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