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RopePile

v1.4.8

Writes four points and a factor into the entity’s first mesh every frame. The mesh is ropepiletestmesh.

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

Where you put it

Add the script to the entity that has the rope mesh. The two prefabs are rope_pile and rope_pile_auto_curve in Modules\NavalDLC\Prefabs\rope_piles.xml. The auto-curve prefab uses material rope_pile_auto_curve_material.

Ship grappling ropes use RopePileBaked, not this script.

What you set

Both prefabs store the same values.

Panel field What to do with it
point0 First point written into the mesh bone frame. Default zero.
point1 Second point. Default zero.
point2 Third point. Default zero.
point3 Origin of that bone frame. Default zero.
factor Written into the mesh vector’s Z. Default 0.
<script name="RopePile">
    <variables>
        <variable name="point0" value="0.000, 0.000, 0.000, -1.000"/>
        <variable name="point1" value="0.000, 0.000, 0.000, -1.000"/>
        <variable name="point2" value="0.000, 0.000, 0.000, -1.000"/>
        <variable name="point3" value="0.000, 0.000, 0.000, -1.000"/>
        <variable name="factor" value="0.000"/>
    </variables>
</script>

What it does

Each tick the first mesh gets one extra bone frame built from the four points, and factor is copied into the mesh vector. With the defaults the frame stays at the origin.

Where it lives

Managed script. Prefabs: Modules\NavalDLC\Prefabs\rope_piles.xml.

Examples

Straight pile. Prefab rope_pile. Mesh ropepiletestmesh. All four points and factor stay at zero.

Auto-curve pile. Prefab rope_pile_auto_curve. Same script values. The mesh material is rope_pile_auto_curve_material.

Shipyard copy of the auto-curve pile. NavalDLC\SceneObj\khuzait_shipyard. Entity rope_pile_auto_curve at the docks. The scene stores the same five zeros.