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rope_segment

v1.4.8

A rope from this entity to an end point. The dropdown name is rope_segment. The script picker files it under ship_visual_only.

Find placed ones in the Scene panel with s:rope_segment. See Filter.

Where you put it

Add the script to the rope mesh. The end is the sibling tagged simple_rope_end on the parent, unless a pulley has already set the end.

Cosmetic children use rope_segment_cosmetics. A physics rope also needs an entity tagged rope_physics_body under the root, and Uses Physics Body on.

What you set

Panel field What to do with it
Segment Index Order of this piece along the rope. The pulley prefab stores 0.
Is Fixed On: this side does not pay out. Fixed ropes in rope_piles.xml store on. Free ropes store off.
Loose Amount Sag. Class default is 0.1. The prefab's free rope stores 0.3, its fixed rope stores 0, and the end rope stores 0.1.
Default Rope Length Rest length. Class default is 25.9, and that is what the prefab stores. Changing it sets the live length to half of this value.
Uses Physics Body On: swing against the rope_physics_body entity. The pulley prefab does not write it, so it stays off.
Swing Multiplier How hard that body swings the rope. Class default is 1. The pulley prefab does not write it.

What it does

The mesh runs from this entity to the end entity. Loose Amount is the sag. Is Fixed keeps that side from paying out when a pulley pulls. With Uses Physics Body on, the rope swings from the tagged physics body.

Where it lives

Managed script. Loose copies are in Modules\NavalDLC\Prefabs\rope_piles.xml. Packed copies are in NavalDLC\AssetPackages\nested_prefabs_packed.xml. No scene.xscene stores it.

Examples

Free side of a pulley. NavalDLC\Prefabs\rope_piles.xml, inside entity pulley_system. Segment Index 0, Is Fixed off, Loose Amount 0.3, Default Rope Length 25.9.

Fixed side. Same prefab, entity right_rope0. Is Fixed on, Loose Amount 0, length 25.9.

End rope. Same prefab, entity end_point_rope, tagged end_point_rope. Is Fixed off, Loose Amount 0.1, length 25.9.