AddRope
Docslocal retval, unkPtr = AddRope(x, y, z, rotX, rotY, rotZ, maxLength, ropeType, initLength, minLength, lengthChangeRate, onlyPPU, collisionOn, lockFromFront, timeMultiplier, breakable)Description
Creates a rope at the specific position, that extends in the specified direction when not attached to any entities.
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Rope does NOT interact with anything you attach it to, in some cases it make interact with the world AFTER it breaks (seems to occur if you set the type to -1).
Rope will sometimes contract and fall to the ground like you'd expect it to, but since it doesn't interact with the world the effect is just jaring.
There are 8 different rope types in the base game. Full rope data can be found in ropedata.xml.
enum ePhysicsRopeType {
RopeThin = 0, // Verticies: 1, Radius: 0.03, Textures: rope & rope_n
RopeWire6 = 1, // Verticies: 4, Radius: 0.015, Textures: steel_cable & steel_cable_n
RopeWire32 = 2, // Verticies: 32, Radius: 0.025, Textures: steel_cable & steel_cable_n
RopeMesh = 3, // Verticies: 6, Radius: 0.03, Textures: rope & rope_n
RopeThinWire32 = 4, // Verticies: 32, Radius: 0.01, Textures: rope & rope_n
RopeReins = 5, // Verticies: 32, Radius: 0.005, Textures: rope & rope_n
RopeThin4 = 6, // Verticies: 4, Radius: 0.03, Textures: rope & rope_n
RopeWire64 = 7 // Verticies: 64, Radius: 0.025, Textures: steel_cable & steel_cable_n
}Parameters
| Name | Type | Description |
|---|---|---|
x | float | Spawn coordinate X component. |
y | float | Spawn coordinate Y component. |
z | float | Spawn coordinate Z component. |
rotX | float | Rotation X component. |
rotY | float | Rotation Y component. |
rotZ | float | Rotation Z component. |
maxLength | float | The maximum length the rope can droop. |
ropeType | int | The zero-based index of the entry in the `ropedata.xml` file. *NOTE: Using an index which does not exist will crash the game. As of game build 3258, valid values are from `0` to `7` inclusive.* |
initLength | float | The initial length of the rope. |
minLength | float | The minimum length the rope can be. |
lengthChangeRate | float | The speed in which the rope will wind if winding is started. |
onlyPPU | BOOL | — |
collisionOn | BOOL | Whether the rope should have collision. In original scripts this is followed by a LoadRopeData call when set. |
lockFromFront | BOOL | If max length is zero, and this is set to false the rope will become rigid (it will force a specific distance, what ever length is, between the objects). |
timeMultiplier | float | The speed as which physics should run at. 1.0f is normal, 2.0f is twice as fast, -1.0f is time going backwards. This can affect gravity, etc. |
breakable | BOOL | Whether shooting the rope will break it. |
unkPtr | Any* | Unknown pointer, always 0 in original scrips. |
Quick Snippet: Get CoordinatesxyzrotX
xyzrotXAdd this command to your client script to retrieve precise locations in-game.
-- Add this to your client.lua. Type /pos in-game to copy coords.
RegisterCommand('pos', function()
local ped = PlayerPedId()
local coords = GetEntityCoords(ped)
local heading = GetEntityHeading(ped)
local output = string.format("vector4(%.2f, %.2f, %.2f, %.2f)", coords.x, coords.y, coords.z, heading)
print(output)
TriggerEvent('chat:addMessage', { args = { '^4[COORD]^0', output } })
end)Returns
intReturns an integer value.
Examples
Official
local function cleanup_rope_textures()
-- we only want to cleanup if there are no other ropes still left on the map
-- otherwise we'll make them go invisible.
if #GetAllRopes() == 0 then
-- there are no ropes on the map, we're safe to unload the textures.
RopeUnloadTextures()
end
end
CreateThread(function()
-- if textures aren't loaded then we need to load them
if not RopeAreTexturesLoaded() then
-- load the textures so we can see the rope
RopeLoadTextures()
while not RopeAreTexturesLoaded() do
Wait(0)
end
end
-- Create a rope and store the handle
local rope = AddRope(-2096.096, -311.906, 14.51, 0.0, 0.0, 0.0, 10.0, 1, 10.0, 0.0, 1.0, false, false, false, 1.0, false, 0)
-- Check if the rope exists.
if not DoesRopeExist(rope) then
cleanup_rope_textures()
-- If the rope does not exist, end the execution of the code here.
return
end
-- Let the rope exist for 3 seconds
Wait(3000)
-- Delete the rope!
DeleteRope(rope)
cleanup_rope_textures()
end)