BindToJoint: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Fidcal (talk | contribs)
No edit summary
Fidcal (talk | contribs)
Line 7: Line 7:
== Examples ==
== Examples ==


TODO
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.