Lumberyard
Legacy Reference

Rope Entity

The Rope entity is used to create realistic ropes in your level.

Parameters

Parameter Description
Radius The radius, or thickness, of the rope.
Smooth Defines if the rope will be smoothed out or not.
Num Segments The number of segments of geometry used in the rope along its length.
Num Sides The number of sides around the circumference of the rope. 4 sides would make it a diamond shaped tube, 8 sides would make it much smoother, etc.
Texture U Tiling Texture tiling in the U direction.
Texture V Tiling Texture tiling in the V direction.
CastShadows Enable shadow casting from the rope.
Bind Ends Radius Specifies whether the ends will be automatically attached.
Bind Radius The environment around the ends of the rope will be tested using a box of this radius to find places for the rope to attached to. Note that if bind radius is greater than 0.05 the ends are snapped to the colliding surface.
Physics Params
Subdivide

Maximum number of subdivided vertices per segment.

Max Subdiv Verts Maximum number of subdivided vertices per segment.
Physical Segments Number of rope segments in physics (can be different from the number of segments used for rendering). For colliding ropes, make sure that there are enough physical segments so that segment length is at least two times smaller than the dimensions of the objects the rope collides with.
Tension Specifies tension in the original state. A positive value will cause the rope ends to pull together, negative will add slack to the rope (-0.02 is a good starting point for experiments).
Friction

The friction effective in a non-strained mode. In a strained mode with dynamic tessellation, this that prevents the rope from slipping until it tilts too much.

Wind
Wind Variation

How much the wind varies. Basically a randomization multiplier on top of the base Wind XYZ values.

Air Resistance

Must be set in order for global environment wind to take effect. Not necessary for simulated Wind XYZ values.

Water Resistance

How the rope interacts with water effectively damping when under water.

Check Collisions

Ignore collisions from other objects.

Ignore Attachment Collisions

Ignore collisions with the object it is attached to.

Ignore Player Collisions

Ignore collisions with players.

Non-shootable

Rope cannot be broken by shooting. Rope will still react to physical impulses from bullets.

Disabled

Simulation is completely disabled.

StaticAttachStart Attach start point to the level.
StaticAttachEnd

Attach end point to the level.

Advanced
Mass This affects how strongly the rope will react to bullet hits. When interacting with solid physicalized objects, it is always treated as weightless.
Friction Pull

The friction effective in a non-strained mode. In a strained mode with dynamic tessellation, this that prevents the rope from slipping until it tilts too much.

Max Force

The rope will detach itself when this strain limit is breached.

Solver Iterations

Ropes with very large segment counts (40+) might need this increased (values up to 10k are still viable).

Max Timestamp

Sets the maximum time step the entity is allowed to make (defaults to 0.01). Smaller time steps increase stability (can be required for long and thin objects, for instance), but are more expensive. Each time the physical world is requested to make a step, the objects that have their maxsteps smaller than the requested one slice the big step into smaller chunks and perform several substeps. If several objects are in contact, the smallest max_time_step is used.

Stiffness

Rope's stiffness against stretching. Might need tweaking for longer ropes.

Note the in most cases ropes will use exact length enforcement (meaning 'infinite' stiffness), but internally stiffness will still be used to compute the dynamics.

ContactHardness

Hardness of contacts and length enforcement in subdivision mode, when strained and potentially touching other objects in the middle. Higher values make it potentially less stable.

Damping

Sets the strength of the damping on an object's movement. Most objects can work with 0 damping; if an object has trouble coming to rest, try values like 0.2 - 0.3.

Values of 0.5 and higher appear visually as overdamping. Note that when several objects are in contact, the highest damping is used for all associated contacts.

Sleep Speed

If the object's kinetic energy falls below some limit over several frames, the object is considered "sleeping". This limit is proportional to the square of the sleep speed value. A sleep speed of 0.01 loosely corresponds to the object's center moving at a velocity of the order of 1 cm/s.

Sound Data
Name

Name of the sound to be attached.

Segment

Number of rope segments in physics (can be different from the number of segments used for rendering). For colliding ropes, make sure that there are enough physical segments so that segment length is at least two times smaller than the dimensions of the objects the rope collides with.

PosOffset The position offset indicates how far a sound is moved away from its original attachment point. The number (.0-1) moves the sound along the length of the segment to which the sound is attached.