Attaching Items: Difference between revisions

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General placeholder:
General method of attaching one entity to another:


Use [[bind]] to bind entities to other entities, eg, a flame to a moveable candle; a notice on a door; a purse to a guard's belt.
Use [[bind]] to bind entities to other entities, eg, a flame to a moveable candle; a notice on a door. You must use [[bind]] on the attachment, eg, to attach a doorknocker to a door you would put on the knocker:


Use [[bindToJoint]] in addition to [[bind]] on AI's to specify which joint of the body to attach to.
bind <doorname>


Use [[bindOrientated]] in addition to [[bind]] so the bound item doesn't turn with the item it is bound to but remains pointing in its start orientation.
Note that if you bind a ''atdm:mover_door_handle'' entity to a door it automatically works as a moveable handle.


Use def_attach1 for weapons see [[Adding Heads and Weapons to AI]]
Use [[bindOrientated]] in addition to [[bind]] so the bound item doesn't turn with the item it is bound to but remains pointing in its start orientation similar to a piston attached to a locomotive drive wheel.


Use def_head to attach heads see [[Adding Heads and Weapons to AI]]
[[bind]] can also be used to attach items to AI, eg, a purse to a guard's belt but you must also use [[bindToJoint]] in addition to [[bind]] on AI's to specify which joint of the body to attach to. The most common joint name is LeftHips_Dummy or RightHips_Dummy.


There is some doubt as to its effect if the AI is KO'd or killed that the body might jerk around because of the bind so consider also using other means (see below.)
See also:
[[Adding Heads and Weapons to AI]]
[[Attaching Props to AI]]


[[Category:Editing]]
[[Category:Editing]]

Latest revision as of 15:40, 21 August 2009

General method of attaching one entity to another:

Use bind to bind entities to other entities, eg, a flame to a moveable candle; a notice on a door. You must use bind on the attachment, eg, to attach a doorknocker to a door you would put on the knocker:

bind <doorname>

Note that if you bind a atdm:mover_door_handle entity to a door it automatically works as a moveable handle.

Use bindOrientated in addition to bind so the bound item doesn't turn with the item it is bound to but remains pointing in its start orientation similar to a piston attached to a locomotive drive wheel.

bind can also be used to attach items to AI, eg, a purse to a guard's belt but you must also use bindToJoint in addition to bind on AI's to specify which joint of the body to attach to. The most common joint name is LeftHips_Dummy or RightHips_Dummy.

There is some doubt as to its effect if the AI is KO'd or killed that the body might jerk around because of the bind so consider also using other means (see below.)


See also:

Adding Heads and Weapons to AI

Attaching Props to AI