Attaching Props to AI
Attaching things to AI is an important way to make your AI unique.
There are two ways to attach things (hereafter referred to as 'props') to AI. Each has its strengths and weaknesses.
To attach working weapons and heads see Adding Heads and Weapons to AI
Using Def_Attach
Benefits: The mapper can easily attach pre-existing prop entities; no fiddling with positions or rotations. More importantly, def_attached entities often adjusts AI animations appropriately (eg, def_attaching a torch automatically makes the AI use the 'torch' animations).
Weaknesses: It is time-consuming to make prop entities that don't already exist. Def_attached objects will not be visible in DR.
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:
1. "hip_sheath_l"
This is designed for sheathed weapons on the hip.
2. "hand_l"
The left hand, used for torches, bottles, etc. You can attach a weapon to this hand but AI will not 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.
List of Attachable Objects
The following are prop entities already created for def_attaching. After you select one and copy its spawnargs into the AI's entity window in DR, you may need to change the attach number to something unique.
For information on making new attachment points, or positioning new entities, see Attachment Positions.
Hand Objects - Lights
def_attach5 atdm:prop_torch_on // a regular, lit torch pos_attach5 hand_l
def_attach5 atdm:prop_torch_gothic_on // a lit torch with a cage pos_attach5 hand_l
def_attach5 atdm:prop_lantern_on // a brass oil lantern pos_attach5 hand_l
def_attach5 atdm:prop_lantern02_on // an alternate metal oil lantern pos_attach5 hand_l
Hand Objects - Other Than Lights
def_attach5 atdm:prop_halberd // a long halberd; decorative only--dropped when AI alerted pos_attach5 hand_l
def_attach5 atdm:prop_winebottle // AI holds bottle and occasionally drinks from it pos_attach5 hand_l
def_attach5 atdm:prop_cards // AI holds hand of cards and occasionally draws another one. For use when sitting. pos_attach5 hand_l
Belt Objects
def_attach6 atdm:prop_lootbag // used for loot pos_attach6 belt_back_right
def_attach6 atdm:prop_belt_pouch // used for decoration pos_attach6 belt_back_right
def_attach6 atdm:prop_potion_healing // for pick-pocketing; AI will not use it. pos_attach6 belt_back_right
def_attach6 atdm:prop_smithyhammer // a simple work hammer, decorative only at the moment pos_attach6 hip_sheath_l
Belt Objects - Keys
Example of key attachment by bikerdude
def_attach6 atdm:prop_silverkey pos_attach6 belt_back_right name_attach6 gate_key set inv_name on gate_key gate key // name shown in inventory set name on gate_key gate_key
More info can be found on the following thread - http://forums.thedarkmod.com/topic/13084-ai-attach-keys/
Other attachable key styles include:
atdm:prop_key_gold atdm:prop_key_silver atdm:prop_key_simple atdm:prop_key_fancy01 atdm:prop_key_padlock
Binding
Benefits: You can bind any object to an AI, so it is a great deal more flexible. You can also see and position the object in DR.
Weaknesses: Bound objects cannot affect AI animations. You must adjust each object individually.
See BindToJoint and Attaching Items for more info on using bind.