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Rope

A Rope emitter makes a chain of segments from the emitter Part to an end that is fixed, free or thrown. The rope sags under its own Gravity, sways in Wind, and follows its ends when they move. It can be paid out when it is made, and reeled in or dropped when it ends.

Exercise 14 makes a Rope emitter for the first time.

What it makes possible:

  • A power cable or a chain between two props. Pin Mode BothEnds, Mode Animate, Loop on, Slack 1.3, Wind 2, 5.
  • A grappling line. Pin Mode Launch, End Anchor set to the grapple point, Launch Speed 80, Slack 1.05, Death Mode Retract. The line shoots out, attaches, hangs between the two, and reels back.
  • A thrown line that goes slack. Pin Mode Launch, no End Anchor, Rope Length 30. The end flies out and stops when the line is paid out. The rope then sags from that point.
  • A whip crack. Pin Mode StartOnly, a Taper graph from 1 to 0.15, Bend Stiffness 0.2, Lifetime 0.6, and a sharp spike in a Displacement graph with Motion Target Start.
  • Tentacles. Pin Mode StartOnly, Gravity 0, 10, 0, Bend Stiffness 0.6, a Turbulence above 0 with Motion Target Start, Rotation Y 0, 360 with its Even dot on, Emit 6.
  • A rope that snaps. Death Mode Release. Both ends let go and the rope falls.
  • A glowing cable. A Light emitter with Emit 1 inside the Rope RenderTemplate.
Made fromA Part or a MeshPart, with Transform as Rope
One particle isOne rope
Emit count starts at1
ModesEmit and Animate
SectionsEmission, Appearance, Spawn, Motion, Rope, Events, Advanced
Not presentLink, the On Hit event and the Hit Filter row. A rope collides with nothing.

An Emit count of 3 means three ropes, not three segments. The number of segments is its own row. A rope counts as one particle toward the particle counter and the Particle Cap, however many segments it has.

A rope is a temporary group of parts. It is not solid. Characters walk through it, and it pushes nothing.

Motion, Events and Advanced start collapsed.

The start of a rope is the emitter Part. The rope reads the Part’s place all the time, so the start goes with the Part when it moves.

The end depends on Spawn ▸ Pin Mode: fixed to the End Anchor, free, or thrown.

CaseThe rope starts
The emitter stands by itselfAt the emitter Part, and follows it.
The emitter is nested in another emitterAt the parent particle, and rides it.
The emitter is fired by another emitter’s eventAt the spot of the event, and stays there.
The emitter Part is removed while a rope is aliveAt the last place the Part had.

Select a Part. Press ▾ beside Transform, then Transform as Rope.

Any Part or MeshPart that is not yet an emitter can be used. It may hold a SpecialMesh, Decals, Textures or a SurfaceAppearance.

ThingAfter the transform
The PartIt turns fully transparent. It marks the start of the rope.
RenderTemplateA hidden copy of the Part. Every segment of every rope is a duplicate of it.
A SpecialMesh, Decal, Texture or SurfaceAppearance in the PartIt is kept in the RenderTemplate, so every segment shows it.
A SpecialMesh, Decal or Texture on the Part itselfIt is removed from the Part.
An Attachment or an emitter already transformed, inside the PartIt is kept in the RenderTemplate.
Any other child of the PartIt is not kept in the RenderTemplate.
Thickness rowIt takes the smaller of the Part’s X and Y size, and at least 0.05 studs.
Color and Transparency rowsThey take the Part’s colour and transparency.
MaterialIt stays on the RenderTemplate. The Material row edits it.
HUD ▸ Emit boxIt reads 1.

The Part’s Size is not kept as a row. The length of a segment comes from the rope. Its width comes from Thickness.

Because the Emit count starts at 1, the Emit button makes one rope straight after the transform.

The Explorer shows four things inside the emitter: PartIcleProperties, RenderTemplate, EmitParent and Target. EmitParent holds the Emit Into row. Target holds the End Anchor row.

To change the look later, edit the RenderTemplate in Studio, or use the Appearance rows.

RowKindStarts atUnitWhat it does
ModeListEmitEmit makes a new rope at every emit. Animate plays one rope in place.
LoopSwitchOffAnimate mode only. Repeats the cycle until switched off.
EnabledSwitchOffEmit mode only. Makes ropes at the Rate until switched off.
RateNumber1Ropes per secondHow many ropes are made each second while Enabled is on, or during a Duration. Hidden in Animate mode.
LifetimeTwo numbers2SecondsHow long one rope lasts. Each rope picks a value between the two.
Grow InNumber0Share of the life, 0 to 0.9The rope is paid out to its full length over this share of its life.
Death ModeListNoneHow the rope ends: None, Retract or Release.
Death WindowNumber0.2Share of the life, 0.05 to 0.9How long the ending takes.
LingerNumber0SecondsAfter its Lifetime the whole rope stays frozen in its last frame for this long.
TimescaleGraph1The speed of the rope’s own clock.

The Emit, Delay and Duration boxes on the HUD fire a Rope emitter as they fire any other. After the Delay, the Emit count of ropes is made at once. With a Duration above 0, the emitter then runs at its Rate for that long. The rows shared with other emitters are described on Emission and the HUD.

With Grow In above 0, the rope starts with almost no length. It is paid out to its full length over that share of its life.

Grow In 0.25 with Lifetime 2 pays the rope out over the first 0.5 seconds. A value above 0.9 counts as 0.9.

Death ModeHow the rope ends
NoneThe rope disappears at the end of its Lifetime. Fade it with a Transparency graph for a softer end.
RetractOver the Death Window the rope shortens steadily to almost nothing. It reels in toward its fixed end or ends.
ReleaseWhen the Death Window begins, every fixed end is let go at once. The rope falls freely under its Gravity for the rest of its life.

Death Window 0.2 with Lifetime 2 is the last 0.4 seconds. A value outside 0.05 to 0.9 is brought inside that range. The row shows in every Death Mode, None included.

Grow In and Retract change the length of the rope. They do not move its ends. On a rope with a free end, the rope grows out of its start and reels back into it.

Emit modeAnimate mode
What existsA new rope at every emit. Several can be alive at once.One rope for the emitter.
Fired again while a rope is aliveAnother rope is added.The press is ignored until the rope ends.
End of a cycle without LoopThe rope is removed after its Linger.The rope holds its last frame for the Linger, then is removed.
Loop onNot used.The same rope lives on from cycle to cycle.
Emit countUsed.Not used.
Even dotsUsed.Not used. The axis picks at random.
PoolUsed if on.Not used.

In Emit mode a rope lasts for its Lifetime and is gone. For a cable or a chain that stays, set Mode to Animate and switch Loop on.

  • The rope keeps its pose from one cycle to the next. It does not jump at the start of a cycle.
  • Every row is read again at the start of each cycle. An edit shows then.
  • If the number of segments or the length of the rope has changed, the rope is made afresh at that cycle.
  • That happens after an edit to Segments, Rope Length or Slack. It also happens when a two-number Rope Length picks a new value.
  • With Rope Length at 0, it happens when an end has moved since the last cycle.
  • A Launch rope that has attached stays attached from cycle to cycle.
TimescaleWhat you see
Above or below 1The rope swings faster or slower. Slow motion is smooth.
0The rope freezes.
Below 0The rope keeps swinging forward. Only its ends and its appearance graphs run backwards.

A rope reacts to its ends rewinding, but it does not retrace its own swing. With a Timescale below 0:

  • The Motion rows move the end backwards: Speed, Displacement and Turbulence.
  • A thrown end flies backwards, until the moment it attached. An end that has attached stays attached.
  • The Color, Transparency and Thickness graphs play backwards.
RowKindStarts atUnitWhat it does
MaterialListThe Part’s materialThe material of every segment. A change shows from the next rope.
ColorColourThe Part’s colourThe colour of the whole rope over its life.
BrightnessGraph1Multiplies the colour, over the rope’s life. It is not a light.
TransparencyGraphThe Part’s transparency0 to 1Fades the whole rope over its life.
ThicknessGraphThe smaller of the Part’s X and Y sizeStudsThe width of the rope over its life.
TaperGraph1The width along the rope, as a multiple of Thickness.

Material writes straight to the RenderTemplate. The row shows the material the RenderTemplate has now.

Color also tints a Decal or a Texture on the segments, and Transparency fades it.

Brightness multiplies each part of the colour, and no part can go above full. On a white rope a value above 1 changes nothing. A value below 1 darkens the rope.

Thickness is measured in studs. A segment is as wide as it is tall. A rope is never thinner than 0.05 studs.

Taper is a graph along the rope, not over its life. The left end of the graph is the start of the rope and the right end is its tip. A graph from 1 to 0.2 gives a whip that thins toward its tip. Taper is read once when the rope is made, and again at each cycle of a loop.

Each segment is a duplicate of the RenderTemplate, stretched to the length of the segment.

  • The long axis of a segment is the Part’s Z axis. Its width and height are Thickness times Taper.
  • A MeshPart, or a Part with a SpecialMesh, gives a rope of mesh links.
  • A Decal or a Texture on the RenderTemplate repeats on every segment. Every segment shows the same image. An image is not spread along the whole rope.
  • A segment is stretched to the real gap between its two ends. A rope pulled longer than its length shows stretched segments, not gaps.
RowKindStarts atUnitWhat it does
Pin ModeListBothEndsWhich ends are fixed: BothEnds, StartOnly or Launch.
End AnchorInstance, picked with *NoneThe object the far end is fixed to, or thrown at. Shown in BothEnds and Launch.
Spawn TargetListStartWhich end the Position offset moves: Start or End.
Pos. ModeListLocalThe axes the Position offset is measured along.
PositionTwo numbers for each of X, Y, Z0StudsMoves the end chosen in Spawn Target. Each rope picks its own offset.
Pos. CycleTwo numbers0RopesThe length of one even sweep of Position.
Rot OrderListGlobalThe order in which the three Rotation angles are combined.
RotationTwo numbers for each of X, Y, Z0DegreesA rotation picked for each rope. It turns the aim of the rope.
Rot. CycleTwo numbers0RopesThe length of one even sweep of Rotation.

Position, Rotation, the Even dots, the Cycle rows, Rot Order and axis linking work as on a Part emitter. They are described on Spawn.

End Anchor accepts a Part, a MeshPart, an Attachment, a Model, a Bone or the Camera. The picking box has a Clear button.

Spawn Target Start moves the start of the rope away from the emitter Part. End moves the fixed far end of a BothEnds rope. A StartOnly rope has no fixed far end for End to move.

Pos. Mode Local measures the offset along the axes of the chosen end, turned by the Rotation. Global measures it along the axes of the world.

Rotation turns the aim: Motion ▸ Direction and Motion ▸ Motion Direction. It also turns the axes of a Local Position offset. It does not rotate the rope itself.

In a burst, each rope takes its own step of an Even axis. Rotation Y 0, 360 with its Even dot on, Pin Mode StartOnly and Emit 8 gives eight ropes thrown out in eight directions.

BothEnds. The start is fixed to the emitter and the end is fixed to the End Anchor. Both are followed all the time. Move either object and the rope is dragged along and swings. The rope is made as a line between the two, with a belly that matches its extra length.

If the End Anchor is removed while a rope is alive, the end is let go where it was. The rope then swings from its start.

StartOnly. Only the start is fixed. The rope is made fully stretched out along Motion ▸ Direction, tilted by SpreadAngle. It then swings down under its Gravity. This is the mode for a whip, a tentacle or a hanging vine.

Launch. The far end is thrown.

With an End AnchorWithout an End Anchor
The throwThe end flies an arc that arrives exactly at the End Anchor.The end is thrown along Motion ▸ Direction, tilted by SpreadAngle, at the Launch Speed.
The flightIt takes the distance divided by the Launch Speed. The rope’s Gravity bends the arc.The end falls under the rope’s Gravity until the rope is fully paid out.
After the flightThe end attaches to the End Anchor and follows it from then on.The end stops and stays fixed at that point in the world. The start can then swing from it.
  • With the End Anchor 20 studs away and Launch Speed 40, the end attaches after 0.5 seconds.
  • The place of the End Anchor is read when the rope is made. If the End Anchor moves during the flight, the end catches up with it on arrival.
  • The aim is fixed when the rope is made. Turning the emitter afterwards does not aim a thrown rope again.
  • Once attached, the end stays attached for the life of that rope.
  • Without an End Anchor, set Rope Length. At 0 the rope is only 10 times Slack long, which is 12 studs at the starting values.

Three rows aim the rope: Direction, SpreadAngle and Launch Speed. The other rows move one end of the rope over its life, and the rest of the rope follows. The graphs and boxes of Speed, Acceleration, Drag, Displacement and Turbulence work as on a Part emitter. They are described on Motion.

RowKindStarts atUnitWhat it does
Motion TargetListStartWhich end the Speed, Acceleration, Displacement and Turbulence rows move: Start or End.
DirectionListFrontThe aim, as a face of the emitter. Shown in StartOnly and Launch.
SpreadAngleTwo numbers, x, y0, 0DegreesA random tilt of the aim for each rope. Shown in StartOnly and Launch.
Motion DirectionListFrontThe axis that Speed moves the end along.
Launch SpeedTwo numbers40Studs per secondThe speed of the thrown end. Shown in Launch. A value below 1 counts as 1.
SpeedGraph0Studs per secondMoves the end along Motion Direction over the rope’s life.
AccelerationThree numbers, x, y, z0, 0, 0Studs per second per secondA drift of the end that grows steadily, along the axes of the world.
DragNumber0Slows the Speed as the rope ages.
Displacement ModeListGlobalThe axes used by Displacement and Turbulence.
DisplacementGraph for each of X, Y, Z0StudsAn offset of the end over the rope’s life.
TurbulenceGraph0StudsA random wander of the end.
Turb. FrequencyNumber1How fast the wander changes.
Motion TargetThe rows moveWorks in
StartThe start of the rope.Every Pin Mode.
EndThe fixed far end.BothEnds with an End Anchor, and Launch.

With Motion Target End and Pin Mode StartOnly, the rows do nothing. There is no fixed far end to move.

Direction is the aim. A StartOnly rope is stretched out along it when it is made. A Launch rope with no End Anchor is thrown along it. Direction is read on the emitter’s axes, turned by Spawn ▸ Rotation.

Motion Direction is the axis for Speed. It is separate from Direction. SpreadAngle tilts each of the two by an amount of its own.

A Displacement graph moves an end out and back without moving the emitter. A quick spike on the start cracks a whip. A slow wave on an end waves the rope.

On a rope, Displacement Mode Local and RigidLocal are the same. Both use the rotation of the start of the rope.

RowKindStarts atUnitWhat it does
SegmentsTwo numbers12CountHow many pieces the rope has, from 2 to 48. More pieces give a smoother line and cost more.
Rope LengthTwo numbers0StudsThe full length of the rope. At 0 or less the length is worked out from the gap between the ends.
SlackNumber1.2Multiple of the gapUsed when Rope Length is 0. The rope is this many times as long as the gap.
StiffnessNumber41 to 10How firmly the rope keeps its length. A higher value costs more.
Bend StiffnessNumber00 to 1How much the rope resists bending.
DampingNumber0.030 to 0.5How quickly a swing dies down.
GravityThree numbers, x, y, z0, -40, 0The pull on the rope, along the axes of the world.
WindTwo numbers0Studs per second per secondThe strength of a sideways gust that ripples along the rope. At 0 there is no wind.
Wind Freq.Number2How fast the gusts change.

Segments, Rope Length and Wind are picked for each rope. A rope is built for the larger number of the Segments row.

With Rope Length at 0, the plugin works the length out. It is the distance from the start to the End Anchor, times Slack. With no End Anchor it is 10 times Slack.

Gap between the endsRope LengthSlackLength of the rope
20 studs0120 studs. The rope is taut.
20 studs01.224 studs, in 12 segments of 2 studs. A gentle belly.
20 studs01.530 studs. A deep loop.
No End Anchor01.212 studs.
Any30Any30 studs. Slack is not used.

A Slack below 1 counts as 1.

RowLowHigh
StiffnessThe rope is stretchy and bouncy.The rope holds its length.
Bend StiffnessAt 0, a floppy chain.Toward 1, a line that resists bending: a cable, a tentacle, an antenna.
DampingAt 0, the rope swings for a long time.The rope settles fast and feels heavy.

Stiffness is rounded to a whole number. Each of the three is held inside the range in the table above.

Gravity starts at 0, -40, 0. That is far weaker than Roblox’s own gravity of 196.2. Point it sideways or upward for tendrils that float. Gravity also bends the arc of a Launch throw.

Wind blows level with the ground, never up or down. Wind 2, 5 gives each rope a strength of its own between 2 and 5.

A Rope emitter has three event blocks: On Emit, On Death and On Destruction. There is no On Hit block and no Hit Filter row. A rope collides with nothing. Events are described in full on Events.

  • A target fired by one of the three events with Mode AtPosition appears at the start of the rope. It does not appear along the rope or at its far end.
  • In an event script, payload.SetColor and payload.SetTransparency act on every segment of the rope.

Another emitter’s event can fire a Rope emitter. Pick it in the event’s Emit row. Its Emit count of 1 means it fires with no more setup.

  • The start of the rope is fixed at the spot of the event for the rope’s whole life. It does not follow anything.
  • Mode AtPosition uses that spot with the Rope emitter’s own rotation.
  • Mode AtCFrame uses that spot, turned the way the event’s particle was turned.
  • The Position and Rotation rows still apply on top.
RowKindStarts atWhat it does
Anim. StepsNumber100How many times the appearance graphs are read over one Lifetime.
Emit IntoInstance, picked with *NoneWhere the parts of a rope are placed in the Explorer.
Preload TextureSwitchOffKeeps every texture the emitter uses loaded, so the first rope does not show blank textures.
PoolSwitchOffReuses finished ropes in place of making new ones.

Anim. Steps acts on Color, Brightness, Transparency and Thickness. The swing of the rope does not use it. The swing is worked out every frame. A value of 0 or less counts as 100.

Emit Into does not change where a rope appears.

Nesting is described in full on Nesting.

What is put whereResult
A transformed emitter inside the Rope RenderTemplateIt fires once for each rope, at the start of the rope. It does not fire once for each segment.
A Light emitter inside the Rope RenderTemplateEvery segment of the rope carries the light, so the whole rope glows.
A stock ParticleEmitter, Trail or Beam inside the RenderTemplateEvery segment has one of its own, because every segment is a duplicate of the RenderTemplate.
A Rope emitter inside the RenderTemplate of a Part, Attachment or Model emitterThe rope starts at the parent particle and rides it.
  • The nested emitter’s own Emit, Delay and Duration decide what it does for each rope.
  • With Mode Animate and Loop on, nested emitters fire again at every cycle.
  • All the lights on a rope follow the Light emitter’s graphs and are removed with it.
  • A stock ParticleEmitter in the Part is not carried over by the transform. Put it into the RenderTemplate afterwards.
  • A stock Trail or Beam in the RenderTemplate runs only with a Duration above 0. See Editing stock ParticleEmitters, Trails and Beams.
ToolEffect on a Rope emitter
SizeMultiplies the Thickness, Speed, Displacement and Turbulence graphs. Multiplies Rope Length, Wind, Launch Speed, Position, Gravity and Acceleration.
TimeMultiplies Rate, Wind Freq., Turb. Frequency, Drag, Launch Speed and the Speed graph. Divides Lifetime. Multiplies Gravity and Acceleration by the square of the factor.

Size does not change Slack or Taper, which are multipliers. It does not change Stiffness, Bend Stiffness, Damping or Segments.

Time does not change Damping or Stiffness. It does not change Grow In or Death Window. They are shares of the life, so they follow Lifetime. Time divides the Delay and Duration on the HUD, as for every emitter.

The tools are described on Size and Time.

Motion Preview does not draw a Rope emitter.

  • A rope has at most 48 segments. Stiffness runs from 1 to 10.
  • A rope does not collide with anything. It passes through parts, terrain and the floor.
  • A rope has no On Hit event.
  • A Timescale below 0 does not rewind the swing.
  • With Rope Length at 0 and no End Anchor, the rope is short: 10 times Slack, in studs.
  • Every segment shows the same image. An image cannot run along the whole rope.
  • There is no Link. The rope follows the emitter Part and the End Anchor.
  • An edit acts on ropes made after it. An Animate loop takes the edit at its next cycle.
  • Pool starts off, and is used only when switched on.
  • At a very low frame rate the rope slows down.
  • If the emitter is moved a very long way in one step, the rope is carried along whole. It does not whip across the map.

A rope costs for as long as it is alive. It never comes to rest for free, as a burst of Rocks does. What makes a Rope emitter cost more:

SettingWhy
SegmentsMore pieces to move every frame.
StiffnessMore work for each piece.
Rate times LifetimeMore ropes alive at once.
A nested LightOne light for every segment.