BindToJoint: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
No edit summary |
|||
Line 7: | Line 7: | ||
== Examples == | == Examples == | ||
Create a purse | |||
Create an AI and name it Guard_1 | |||
In the editor, position and orient the purse as if attached to the AI's belt on the left. | |||
Give the purse these spawnargs/values: | |||
bind Guard_1 | |||
bindToJoint LeftHips_Dummy | |||
The above would attach the purse to the left hip joint of the AI. | |||
{{spawnargs}} | {{spawnargs}} |
Revision as of 06:54, 25 April 2009
Description
The spawnarg bindToJoint with a joint name as value sets the joint to be attached to if an entity is attached to an AI using bind
See a list of common joint names here
Examples
Create a purse Create an AI and name it Guard_1 In the editor, position and orient the purse as if attached to the AI's belt on the left. Give the purse these spawnargs/values:
bind Guard_1 bindToJoint LeftHips_Dummy
The above would attach the purse to the left hip joint of the AI.