Attaching Props to AI

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Revision as of 17:08, 19 August 2009 by Springheel (talk | contribs)
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Attaching things to AI is an important way to make your AI unique.

There are three ways to attach things (hereafter referred to as 'props') to AI. Not all are equally good, and they are listed in order of preference:

1. Using Attachment Positions

This is the preferred way of attaching things to AI. Each AI has a set of pre-determined coordinates (attachment points). The mapper can attach things to these points by using the following spawnargs in an AI's entity window:

"def_attach5"  "[entity name]"
"pos_attach5"  "[attachment point name]" 

The number is arbitrary. As long as both lines have the same number, you could use 999. Best to stay away from numbers 1-5, however, as some AI come with default props (pauldrons, weapons, etc), and you could overwrite them.

[entity name] is the entity that you want to attach, like "atdm:prop_torch_gothic_on". You can find a list of preset attachable objects in prop_items.def and prop_wearable_items.def. Or see the quick list below.

[attachment point name] is the name of the predefined point you want to attach the object to, like "hand_l". See the list of preset attachment points below.


This image indicates some common attachment points. You can cut and paste the names below:

attachment_points.jpg

1. "hip_sheath_l"

This is designed for sheathed weapons on the hip.

2. "hand_l"

The left hand, primarily used for torches. You can attach a weapon to this hand but AI will not currently attack with it.

3. "belt_back_right"

This is on the back of the belt on the right hand side, designed for purses, keys, or other things players may want to pickpocket.

4. "hand_r"

The right hand. Generally reserved for weapon use.

5. "slung_across_back_rl"

This is primarily used for weapons worn on the back, like hammers or bows.


WIP.........