BindToJoint
From The DarkMod Wiki
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.