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	<id>https://wiki.frozenbyte.com/index.php?action=history&amp;feed=atom&amp;title=Shadwen_rope_targets</id>
	<title>Shadwen rope targets - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.frozenbyte.com/index.php?action=history&amp;feed=atom&amp;title=Shadwen_rope_targets"/>
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	<updated>2026-04-13T05:43:51Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://wiki.frozenbyte.com/index.php?title=Shadwen_rope_targets&amp;diff=562&amp;oldid=prev</id>
		<title>AlexanderJohr: Typo: RopeTargetWoodCollisionHelperAimedopeTargetComponent ➡ RopeTargetWoodCollisionHelperAimedRopeTargetComponent</title>
		<link rel="alternate" type="text/html" href="https://wiki.frozenbyte.com/index.php?title=Shadwen_rope_targets&amp;diff=562&amp;oldid=prev"/>
		<updated>2020-04-06T14:50:59Z</updated>

		<summary type="html">&lt;p&gt;Typo: RopeTargetWoodCollisionHelperAimedopeTargetComponent ➡ RopeTargetWoodCollisionHelperAimedRopeTargetComponent&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 17:50, 6 April 2020&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l55&quot;&gt;Line 55:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 55:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:boxarea.png|thumb|none|500px|BoxAreaComponent]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[File:boxarea.png|thumb|none|500px|BoxAreaComponent]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{StyledQuote|&quot;Some good components to use are &#039;&#039;&#039;AimedRopeTargetComponent(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RopeTargetWoodCollisionHelperAimedopeTargetComponent&lt;/del&gt;)&#039;&#039;&#039; and &#039;&#039;&#039;BoxAreaComponent(NinjaRopeTargetGameplayEntityBoxAreaComponent&#039;&#039;&#039;&quot;}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{StyledQuote|&quot;Some good components to use are &#039;&#039;&#039;AimedRopeTargetComponent(&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RopeTargetWoodCollisionHelperAimedRopeTargetComponent&lt;/ins&gt;)&#039;&#039;&#039; and &#039;&#039;&#039;BoxAreaComponent(NinjaRopeTargetGameplayEntityBoxAreaComponent&#039;&#039;&#039;&quot;}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All the different components function pretty much the same way, they have just been customized to optimally work on certain objects. It is good to check how the AreaComponent works, as you might want to tweak it in order to make it function properly for different shaped objects.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All the different components function pretty much the same way, they have just been customized to optimally work on certain objects. It is good to check how the AreaComponent works, as you might want to tweak it in order to make it function properly for different shaped objects.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>AlexanderJohr</name></author>
	</entry>
	<entry>
		<id>https://wiki.frozenbyte.com/index.php?title=Shadwen_rope_targets&amp;diff=244&amp;oldid=prev</id>
		<title>AnteroFB: Copied the article from the old wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.frozenbyte.com/index.php?title=Shadwen_rope_targets&amp;diff=244&amp;oldid=prev"/>
		<updated>2018-06-15T07:22:49Z</updated>

		<summary type="html">&lt;p&gt;Copied the article from the old wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Shadwen Editor Tutorial|Shadwen Editor Tutorial Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadwen_ai|-&amp;gt; Next tutorial (AI)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[dynamic_objects|&amp;lt;- Previous tutorial (Dynamic Objects)]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial covers things related to Shadwen&amp;#039;s rope item and teaches the basics of setting rope targets to your level in a correct way. While parts of this tutorial can also be used to help with the Trine editors, &amp;#039;&amp;#039;&amp;#039;this tutorial page is heavily focused on Shadwen&amp;#039;&amp;#039;&amp;#039;, so not all of it will be helpful for those working with the Trine Editors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rope Targets=&lt;br /&gt;
In Shadwen, if an object is made of wood, it&amp;#039;s usually attachable by Shadwen&amp;#039;s rope. In the editor, most of the wooden objects already function as rope targets by default. Below two components are needed to achieve this:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;AimedRopeTargetComponent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:ropetargetwood.png|thumb|right|400px|RopeTargetWoodCollisionHelper]]&lt;br /&gt;
{{StyledQuote|&amp;quot;&amp;#039;&amp;#039;&amp;#039;RopeTargetWoodCollisionHelper&amp;#039;&amp;#039;&amp;#039; is the easiest object to create rope targets with.&amp;lt;br&amp;gt;&lt;br /&gt;
This object can be found in the [[Type_tree|type tree]] under &amp;#039;&amp;#039;&amp;#039;WoodCollisionHelper (ObjectEntity &amp;gt; object &amp;gt; Helper &amp;gt; CollisionHelper)&amp;#039;&amp;#039;&amp;#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use these objects as they are straight from the get-go, no alterations are needed for them to function as rope targets.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;RopeTargetWoodCollisionHelper&amp;#039;&amp;#039;&amp;#039; can be found in the type tree from: &amp;#039;&amp;#039;&amp;#039;InstanceBase -&amp;gt; Entity -&amp;gt;ObjectEntity -&amp;gt; object -&amp;gt; Helper -&amp;gt; CollisionHelper -&amp;gt; WoodCollisionHelper&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Making Rope Targets=&lt;br /&gt;
&lt;br /&gt;
===AimedRopeTargetComponent===&lt;br /&gt;
Inside the &amp;#039;&amp;#039;&amp;#039;AimedRopeTargetComponent&amp;#039;&amp;#039;&amp;#039; the first thing to look into is the &amp;#039;&amp;#039;&amp;#039;Enabled property&amp;#039;&amp;#039;&amp;#039;. This dictates whether or not the actual component is even used at all.&lt;br /&gt;
&lt;br /&gt;
[[File:aimenabled.png|thumb|none|550px|Enabling the component is vital]]&lt;br /&gt;
&lt;br /&gt;
===Target area===&lt;br /&gt;
[[File:aimedropetarget.png|thumb|right|500px|AimedRopeTargetComponent]]&lt;br /&gt;
{{StyledQuote|&amp;quot;Next up is choosing the area of the object which you can target with the rope. The properties that govern over this inside the component are &amp;#039;&amp;#039;&amp;#039;WholePhysicsCanBeAttachPoint&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;AimTargetOffsets&amp;#039;&amp;#039;&amp;#039;.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;WholePhysicsCanBeAttachPoint&amp;#039;&amp;#039;&amp;#039; means that the entire physical area of the object acts as a target for your rope. No matter where you try to connect the rope, it will attach.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AimTargetOffsets&amp;#039;&amp;#039;&amp;#039; can be used to assign a certain point as the target for the rope. If you use this, you should see a small green wire sphere pop up in the middle of the object. This sphere marks the area which can be targeted with the rope. Then you can control where to place this sphere with the &amp;#039;&amp;#039;&amp;#039;VC3 position&amp;#039;&amp;#039;&amp;#039; under the AimTargetOffsets.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
If you want only a certain part of an object to work as a rope target, you need to use &amp;#039;&amp;#039;&amp;#039;AimTargetOffsets&amp;#039;&amp;#039;&amp;#039;. To do this, press the [[file:plus.png|25px]] button next to the AimTargetOffsets. This will open up a sub section under the property. If you change the coordinates of the sub section you should see a small green sphere move around. This makes the area of the sphere to function as the target. You can assign multiple different spheres onto one object to act as targets. The default position of the sphere is (0,0,0) as in the center of the object. If you cannot aim into the area where the green sphere is you cannot use the rope on the object, so it is recommended to move the sphere(s) outside of the collisions of the object. If you are using multiple target points Shadwen will tie the rope to the nearest available spot. For example, if you want to use this method for a box, you will need the same amount of spheres as sides you want to be interacted with, ie. if all sides must be able to be roped you will need a minimum of 6 target points. &lt;br /&gt;
[[File:aimtargets.png|thumb|none|500px|The green sphere you see marks the area you can connect the rope to]]&lt;br /&gt;
&lt;br /&gt;
Technically you can have both of these on at the same time, but the WholeAreaCanBeAttachPoint will override the AimTargetOffsets, so there isn&amp;#039;t really any reason to use them both at the same time. &lt;br /&gt;
&lt;br /&gt;
===Turning an object into a rope target===&lt;br /&gt;
[[File:treeaimedrope.png|thumb|right|400px|AimedRopeTargetComponent in the [[Type_tree|type tree]]]]&lt;br /&gt;
{{StyledQuote|&amp;quot;You can convert normal dynamic objects into rope targets by adding the &amp;#039;&amp;#039;&amp;#039;AimedRopeTargetComponent&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039; into an object. Like any other component, you &amp;#039;&amp;#039;&amp;#039;add them by selecting your object &amp;gt; Right click the object &amp;gt; Add component.&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The easiest way to find these components is to use the search function. They can also be found in the [[Type_tree|type tree]] from: &amp;#039;&amp;#039;&amp;#039;ComponentBase &amp;gt; AbstractAreaComponent &amp;gt; AreaComponentBase &amp;gt; BoxAreaComponent and ComponentBase &amp;gt; AbstractGameplayComponent &amp;gt; AbstractTargetableComponent &amp;gt; AimedRopeTargetComponent.&amp;#039;&amp;#039;&amp;#039;&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;AimedRopeTargetComponent&amp;#039;&amp;#039;&amp;#039; requires the &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039; to function properly.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ComponentBase &amp;gt; AbstractGameplayComponent &amp;gt; AbstractTargetableComponent &amp;gt; AimedRopeTargetComponent&amp;#039;&amp;#039;&amp;#039; holds all the different variations of the component. The main ones to look for are under &amp;#039;&amp;#039;&amp;#039;RopeTargetWood&amp;#039;&amp;#039;&amp;#039;, but they are not the only ones you can us. &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ComponentBase &amp;gt; AbstractAreaComponent &amp;gt; AreaComponentBase &amp;gt; BoxAreaComponent&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
More information about adding components in the [[Dynamic_objects#Adding_Components|Dynamic Objects]] tutorial. &lt;br /&gt;
&lt;br /&gt;
[[File:treeboxarea.png|thumb|left|400px|BoxAreaComponent in Type tree]]&lt;br /&gt;
[[File:boxarea.png|thumb|none|500px|BoxAreaComponent]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{StyledQuote|&amp;quot;Some good components to use are &amp;#039;&amp;#039;&amp;#039;AimedRopeTargetComponent(RopeTargetWoodCollisionHelperAimedopeTargetComponent)&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent(NinjaRopeTargetGameplayEntityBoxAreaComponent&amp;#039;&amp;#039;&amp;#039;&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
All the different components function pretty much the same way, they have just been customized to optimally work on certain objects. It is good to check how the AreaComponent works, as you might want to tweak it in order to make it function properly for different shaped objects.&lt;br /&gt;
&lt;br /&gt;
[[Shadwen Editor Tutorial|Shadwen Editor Tutorial Main Page]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadwen_ai|-&amp;gt; Next tutorial (AI)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[dynamic_objects|&amp;lt;- Previous tutorial (Dynamic Objects)]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnteroFB</name></author>
	</entry>
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