CreatureAttachment

Link Set-up Info
From A creature (i.e. an AI)
To The object to be attached to the AI
Data The location of the object on the AI

Attaches an object to an AI. The object will always match the orientation of the joint, so if the AI rotates, the object will also rotate. However this is not the case with Left Fingers and Right Fingers. With those two joints, the object will always have a heading, pitch and bank of 0.

NOTEME When the object is first created, it is necessary to ensure it will not obstruct the player or the AI, for two reasons:

  • If the AI is incapacitated, the object may become unlinked and will return to the location where it was first created in the editor.
  • The physical model of the object will always remain where it was positioned in the editor.

For scripting purposes, it may be necessary to know the integer value of each joint. The following values were obtained by Telliamed:

Joint Number
N/A 0
Head 1
Neck 2
Abdomen 3
Butt 4
Left Shoulder 5
Right Shoulder 6
Left Elbow 7
Right Elbow 8
Left Wrist 9
Right Wrist 10
Left Fingers 11
Right Fingers 12
Left Hip 13
Right Hip 14
Left Knee 15
Right Knee 16
Left Ankle 17
Right Ankle 18
Left Toe 19
Right Toe 20
Tail 21
 
  dromed/link/creatureattachment.txt · Last modified: 2007/07/13 15:43 by r_soul
 
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