Ropes (or Character Ropes) have many purposes but mainly they are used for attaching cloth, hair, or ropes to a character so that the objects can dangle, shake and deform realistically against the player and other objects.
Generally, rope bones should be named "ropeXXX YYY", where ropeXXX is a unique rope's name that identifies all bones belonging to a single rope, and YYY is an arbitrary suffix that's only needed to make individual bones have unique names. However, if cdf attachment was used to set rope's properties, 'rope' prefix is not necessary and rope will be created automatically by following the hierarchy down to the leaf (childless) node. The only important thing is to have bone names start with 'rope'. Everything from the word 'rope' up to the next space constitutes the rope's name, which should be entered in the editor properties. If several ropes are present in the file, they should be named ropeXXX1/2/3 etc, so that the script can iterate through them while setting properties.
For Max Users: By indexing the Chainname, it is possible to use several chains/rope objects in one file. It is useful to double-click select the root bone of the chain (will select all children) and use the 3ds Max Renaming Tool.
For Maya Users: Be sure to parent a polygon to the root of the rope with a proxy no draw material assigned to it and the following naming conventions: Rope1_Seg01_physShape
Here is a list of what the properties mean in the Rope Alive tab of the character editor:
0.01 for really complex ropes, 0.05 for simple. typically don’t need to go higher than your 1/framerate
Generally about 10 in no-simple-blending, can be 100 in simple, but overall very flexible.
About 0.4 is ok for characters, 2+ is super-sticky.