PHYSICS

ADD_ROPE

0xE832D760399EB220 Jenkins: 0xA592EC74

Signature

// PHYSICS
int ADD_ROPE(float x, float y, float z, float rotX, float rotY, float rotZ, float length, int ropeType, float maxLength, float minLength, float windingSpeed, BOOL p11, BOOL p12, BOOL rigid, float p14, BOOL breakWhenShot, Any* unkPtr)

Parameters

Type Name
float x
float y
float z
float rotX
float rotY
float rotZ
float length
int ropeType
float maxLength
float minLength
float windingSpeed
BOOL p11
BOOL p12
BOOL rigid
float p14
BOOL breakWhenShot
Any* unkPtr

Return type int

Build 323

Documentation

Creates a rope at the specific position, that extends in the specified direction when not attached to any entities. __ Add_Rope(pos.x,pos.y,pos.z,0.0,0.0,0.0,20.0,4,20.0,1.0,0.0,false,false,false,5.0,false,NULL) When attached, Position<vector> does not matter When attached, Angle<vector> does not matter Rope Type: 4 and bellow is a thick rope 5 and up are small metal wires 0 crashes the game Max_length - Rope is forced to this length, generally best to keep this the same as your rope length. windingSpeed - Speed the Rope is being winded, using native START_ROPE_WINDING. Set positive for winding and negative for unwinding. Rigid - If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects). breakable - Whether or not shooting the rope will break it. unkPtr - unknown ptr, always 0 in orig scripts __ Lengths can be calculated like so: float distance = abs(x1 - x2) + abs(y1 - y2) + abs(z1 - z2); // Rope length NOTES: Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1). Rope will sometimes contract and fall to the ground like you'd expect it to, but since it doesn't interact with the world the effect is just jaring.

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