Skip to main content

move_rope

Point Entity

The first node in set of nodes that are used to place ropes in the world. It should connect to 1 or more keyframe_rope entities.

Keyvalues

  • Spawnflags (spawnflags) <Flags>

    • Auto Resize
  • Slack (Slack) <Integer>
    How much extra length the rope has (by default it has the length between its two endpoints in the editor).

  • Type (Type) <Choices>

    • Rope
    • Semi-rigid
    • Rigid
  • Subdivision (Subdiv) <Integer>
    Number of subdivisions between each rope segment. Maximum value is 8. Higher values make smoother ropes, but are slower to render.

  • Barbed (Barbed) <Boolean>
    Test effect that makes the rope look sharper and more barbed.

  • Width (1-64) (Width) <String>
    Width of the rope.

  • Texture Scale (TextureScale) <String>
    This changes the texture resolution. The default resolution is 4 pixels per inch. Larger values stretch the texture and smaller values scrunch it up.

  • Collide with world (Collide) <Boolean>

  • Start Dangling (Dangling) <Boolean>
    Whether the rope starts out detached from its target endpoint.

  • Breakable (Breakable) <Boolean>
    Whether the rope can be detached from either endpoint when shot.

  • Use Wind (UseWind) <Boolean>
    Whether the rope be blown by the wind (enabling this is expensive!)

  • Rope Material (RopeMaterial) <Material>
    The material to use when rendering the rope.

  • Next KeyFrame (NextKey) <TargetDestination>
    Name of the next keyframe along this keyframe path.

  • Speed (units per second) (MoveSpeed) <Integer>

  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Position Interpolator (PositionInterpolator) <Choices>
    Curve Type. Currently only type 2 (Rope) is fully supported.

    • Linear
    • Catmull-Rom Spline
    • Rope

Inputs

  • SetScrollSpeed <Float>
    Set the speed at which the texture scrolls.

  • SetForce <String>
    Apply a force instantaneously to the rope. The parameter should be a vector containing the force to be applied (X Y Z).

  • Break <Void>
    Break the rope, if it's marked to do so.

  • SetParent <TargetDestination>
    Changes the entity's parent in the movement hierarchy.

  • SetParentAttachment <String>
    Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

  • SetParentAttachmentMaintainOffset <String>
    Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

  • ClearParent <Void>
    Removes this entity from the the movement hierarchy, leaving it free to move independently.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.