Attaching Items: Difference between revisions

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(New page: 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...)
 
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General method of attaching one entity to another:


General placeholder:
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 [[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.
bind <doorname>


Use [[bindToJoint]] in addition to [[bind]] to specify which joint (see [[]])
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.
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_attach1 for weapons TODO
[[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.


Use def_head to attach heads TODO
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