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RopePileBaked

v1.4.8

The rope mesh a ship hook pulls toward another ship. The attachment machine moves it. The script has no fields of its own.

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

Where you put it

Add the script to the child named pile under a ShipAttachmentMachine. The mesh is sail_rope_pile_d with material plank_stake_a_rope_pile_baked, or the test mesh ropepiletestmesh.

What you set

The script class adds no fields. The test prefab rope_pile_baked in Modules\NavalDLC\Prefabs\ship_machines.xml still stores three rows:

Stored name What the prefab writes
Position1 (0, 0, 0)
Position2 (7, 7, 0)
Progress 0.5

The packed ship piles store the script with no variables. The battle code does not read those three names. It updates the mesh from the hook and the target point.

What it does

The attachment machine finds this script on a descendant and drives the rope mesh. A straight pull draws the rope from the source to just short of the target. A thrown hook draws the falling curve. The mesh bounding box grows with the rope and resets when the hook is idle.

Where it lives

Managed script. Test prefab: Modules\NavalDLC\Prefabs\ship_machines.xml (rope_pile_baked). The ship copies are the child pile inside attachment_machine_nested in Modules\NavalDLC\AssetPackages\nested_prefabs_packed.xml.

Examples

Test rope. Prefab rope_pile_baked. Mesh ropepiletestmesh, material rope_pile_baked_material. Stores Position1, Position2, and Progress as above.

Hook rope on the attachment machine. Packed prefab attachment_machine_nested. Child entity pile. Script stored with no variables. Mesh sail_rope_pile_d, material plank_stake_a_rope_pile_baked.

A placed machine that reuses that pile. Packed prefab attachment_machine_holder. The child pile links the same rope script and the same mesh.