# HG changeset patch # User Wuzzy # Date 1507749140 -3600 # Node ID 51733f19cfe2abc26cec9a1bf3fb11256c26ae33 # Parent 5b0cf2c32218f6bf180ce03a871c7e7e401f4bf9 GearTypes: fix typo diff -r 5b0cf2c32218 -r 51733f19cfe2 GearTypes.wiki --- a/GearTypes.wiki Tue Oct 10 16:36:24 2017 +0100 +++ b/GearTypes.wiki Wed Oct 11 20:12:20 2017 +0100 @@ -226,7 +226,7 @@ * `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 * `dX`: sine of rope angle, number between -1000000 and 1000000 (correspond to -180° to 180°) * `dY`: negative cosine of rope angle, expressed as number between 0 and 1000000 - * `Elasticity`: If the hog is attached to a rope, or is busy firing one, the elasticity of the rope will be non-rezo. A non-zero number holds the current retracted length of the rope from the nearest “bending point” or the hook, times 10000 + * `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 * `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 * `Tag` Rope style: `0`=classic white segments (default), `1`=simple line which can be colored with `Tint`. * `Tint`: Rope color as RGBA. This only works if `Tag` equals `1`