View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002835 | The Dark Mod | AI | public | 13.08.2011 07:28 | 09.10.2017 17:23 |
Reporter | tels | Assigned To | |||
Priority | normal | Severity | normal | Reproducibility | sometimes |
Status | new | Resolution | open | ||
Product Version | TDM 1.06 | ||||
Summary | 0002835: Need angles/offsets per attachment joint | ||||
Description | When 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. | ||||
Tags | No tags attached. | ||||
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 |
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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 |
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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 |