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IDProjectCategoryView StatusLast Update
0002835The Dark ModAIpublic09.10.2017 17:23
Reportertels Assigned To 
PrioritynormalSeveritynormalReproducibilitysometimes
Status newResolutionopen 
Product VersionTDM 1.06 
Summary0002835: Need angles/offsets per attachment joint
DescriptionWhen you attach f.i. a key to the belt of an AI, the key can specifiy how it should be rotated/translated relative to the joint. However, on different AI the position of the attachment point itself must vary, or the key gets embedded into the AI's garment (forger, builder guard f.i.).

If this already exist, it needs to be documented.
TagsNo tags attached.

Activities

Springheel

Springheel

14.08.2011 22:47

administrator   ~0003982

There is specific info here: http://modetwo.net/darkmod/wiki/index.php?title=Attachment_Positions

And more generic info here: http://modetwo.net/darkmod/wiki/index.php?title=Attaching_Props_to_AI
nbohr1more

nbohr1more

09.10.2017 17:23

developer   ~0009434

http://wiki.thedarkmod.com/index.php?title=TDM_Script_Reference

scriptEvent void bindToJoint(entity master, string boneName, float rotateWithMaster);

    Fixes this entity's position and orientation relative to a bone on another entity, such that when the master's bone moves, so does this entity.

        master: the entity to bind to
        boneName: the bone name
        rotateWithMaster: -

    Spawnclasses responding to this event: idEntity

Issue History

Date Modified Username Field Change
13.08.2011 07:28 tels New Issue
14.08.2011 22:47 Springheel Note Added: 0003982
09.10.2017 17:23 nbohr1more Note Added: 0009434