Attaching Items: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 7: Line 7:
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.
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.


Use def_attach1 for weapons TODO
Use def_attach1 for weapons see [[Adding Heads and Weapons to AI]]


Use def_head to attach heads TODO
Use def_head to attach heads see [[Adding Heads and Weapons to AI]]




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

Revision as of 07:03, 25 April 2009

General placeholder:

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 bindToJoint in addition to bind on AI's to specify which joint of the body to attach to.

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.

Use def_attach1 for weapons see Adding Heads and Weapons to AI

Use def_head to attach heads see Adding Heads and Weapons to AI