Creates a stimulus that will effect ropes in the area and radius of the event. Amount of movement is based on damage calculation. Cheaper than physics events, as it only effects ropes. Zero network cost, as it's on the client.
Example:
RopePulse(sRopePulse.origin, 10, 150, 100, 1); // 150 damage applied at 10 units or less, 1 damage applied at 150 units distance.
Parameters
Parameter
Summary
*origin
Where the event is.
*innerRadius
inner radius of event. At this radius or lower, innerDamage is done.
*outerRadius
outer radius of event. Maximum extent at which outerDamage is done. Damage scales to innerDamage between outerRadius and innerRadius
*innerDamage
how much damage is applied at innerRadius, or lower.