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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 children pulley_wheel, pulley_left_point, and pulley_right_point
  • end_point_rope and end_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.