pulley_system
v1.4.8
Drives a sail pulley so the free rope and the fixed rope meet an end target. The dropdown name is pulley_system. The script picker files it under ship_visual_only.
Find placed ones in the Scene panel with s:pulley_system. See Filter.
Where you put it
Add the script to the holder. The ready-made holder is pulley_system in Modules\NavalDLC\Prefabs\rope_piles.xml.
The holder looks for these child tags:
pulley, with childrenpulley_wheel,pulley_left_point, andpulley_right_pointend_point_ropeandend_point_target- rope segments on the free side and the fixed side
What you set
| Panel field | What to do with it |
|---|---|
| End Rope Length | How far the pulley sits from the end target, multiplied by the pulley entity's scale. The prefab stores 2. |
What it does
Each tick it places the pulley entity between the last free segment, the last fixed segment, and end_point_target. End Rope Length is that gap. The end rope is pinned to the pulley and aimed at the target. Sail code moves end_point_target when the sail folds or rolls.
Where it lives
Managed script. The loose prefab is Modules\NavalDLC\Prefabs\rope_piles.xml. Packed copies are in NavalDLC\AssetPackages\nested_prefabs_packed.xml. No scene.xscene stores it.
Examples
Sail pulley with a 2 m end rope. NavalDLC\Prefabs\rope_piles.xml, entity pulley_system. End Rope Length is 2. Children include pulley, end_point_rope, and end_point_target.