physics
Methods
add_rope
There are 19 types of rope, from type = 0 to type = 18 Rope definitions are stored in ropedata.xml Rope types 0, 15 and 18 have proper physics for hanging objects (taut, do not sag, small to medium diameter, good aspect for a rope)
_add_rope_2
delete_rope
_release_rope
delete_child_rope
_break_rope
ropeTop returns top half of rope, ropeBottom returns bottom half of rope
does_rope_exist
_is_rope_broken
_rope_change_visibility
rope_draw_shadow_enabled
get_rope_vertex_count
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attach_entities_to_rope
Attaches entity 1 to entity 2. If you use a boneName (p12/p13) make sure boneId (p15/p16) is set to -1.
_attach_entities_to_rope_2
Attaches a rope to two entities: binds two bones from two entities; one entity can be an object, i.e. a suspension point, the other an NPC bone
_attach_entites_to_rope_3
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_is_rope_attached_to_entity
detach_rope_from_entity
_hitch_horse
_unhitch_horse
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rope_set_update_order
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_create_rope_winding_ability
Combining this with ADD_ROPE enables winding p1: mostly empty (0) ropeModelType: RB_L_Wrist02, RB_R_Wrist02, ropeAttach, noose01x_Rope_03, SKEL_Neck0, SKEL_L_FOOT, SKEL_Neck1, Root_s_meatbit_Chunck_Xlarge01x CREATE*
get_rope_last_vertex_coord
get_rope_vertex_coord
start_rope_winding
stop_rope_winding
start_rope_unwinding_front
stop_rope_unwinding_front
_start_rope_unwinding_back
_stop_rope_unwinding_back
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_rope_get_forced_length
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rope_force_length
Forces a rope to a certain length.
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ROPE_SET*