GearTypes.wiki
changeset 1077 3c08441d5c2e
parent 1076 51733f19cfe2
child 1078 d79b75f267bb
equal deleted inserted replaced
1076:51733f19cfe2 1077:3c08441d5c2e
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   226  * `X` and `Y`: Position of the nearest “bending point” of the rope (nearest to the rope gun), or the rope hook if rope does not touch anything
   226  * `X` and `Y`: Position of the nearest “bending point” of the rope (nearest to the rope gun), or the rope hook if rope does not touch anything
   227  * `dX`: sine of rope angle, number between -1000000 and 1000000 (correspond to -180° to 180°)
   227  * `dX`: sine of rope angle, number between -1000000 and 1000000 (correspond to -180° to 180°)
   228  * `dY`: negative cosine of rope angle, expressed as number between 0 and 1000000
   228  * `dY`: negative cosine of rope angle, expressed as number between 0 and 1000000
   229  * `Elasticity`: If the hog is attached to a rope, or is busy firing one, the elasticity of the rope will be non-zero. A non-zero number holds the current retracted length of the rope from the nearest “bending point” or the hook, times 10000
   229  * `Elasticity`: If the hog is attached to a rope, or is busy firing one, the elasticity of the rope will be non-zero. A non-zero number holds the current retracted length of the rope from the nearest “bending point” or the hook, times 10000
   230  * `Friction`: Holds the maximum remaning length of the rope measured from the nearest “bending point” or the hook, times 10000. Set this after rope creation to manually set the rope length individually. Note you can set `RopePercent` in `onGameInit` to set the rope length for all ropes at once
   230  * `Friction`: Holds the maximum remaining length of the rope measured from the nearest “bending point” or the hook, times 10000. Set this after rope creation to manually set the rope length individually. Note you can set `RopePercent` in `onGameInit` to set the rope length for all ropes at once
   231  * `Tag` Rope style: `0`=classic white segments (default), `1`=simple line which can be colored with `Tint`.
   231  * `Tag` Rope style: `0`=classic white segments (default), `1`=simple line which can be colored with `Tint`.
   232  * `Tint`: Rope color as RGBA. This only works if `Tag` equals `1`
   232  * `Tint`: Rope color as RGBA. This only works if `Tag` equals `1`
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   234 Note: `dX` and `dY` are returned by the `GetGearVelocity` function.
   234 Note: `dX` and `dY` are returned by the `GetGearVelocity` function.
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