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attach_points [2020/09/27 12:00] – justin | attach_points [2022/05/09 15:06] – justin | ||
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Once you've set up any necessary attach points for your [[object|objects]] and the models to which they will be attached, you can use the [[Attach Object]] scripting function to trigger an [[object]] to be attached to a target [[entity]] in-game, for example to attach a torch to a wall tile when the player interacts with it. | Once you've set up any necessary attach points for your [[object|objects]] and the models to which they will be attached, you can use the [[Attach Object]] scripting function to trigger an [[object]] to be attached to a target [[entity]] in-game, for example to attach a torch to a wall tile when the player interacts with it. | ||
+ | The example below will attach the " | ||
<code bauxite> | <code bauxite> | ||
- | attach_object(" | + | attach_object(" |
</ | </ | ||
+ | Alternately, | ||
<code bauxite> | <code bauxite> | ||
- | attach_object(" | + | attach_object(" |
</ | </ | ||
To detach a previously attached [[object]], you can use the [[Detach Object]] scripting function, for example to remove a book from a table when the player interacts with the table. | To detach a previously attached [[object]], you can use the [[Detach Object]] scripting function, for example to remove a book from a table when the player interacts with the table. | ||
+ | The example below will detach the [[object]] currently attached to the player' | ||
<code bauxite> | <code bauxite> | ||
- | detach_object(player, | + | detach_object(player, |
+ | </ | ||
+ | |||
+ | You can reference the [[object]] that's currently attached to an attach point using the " | ||
+ | <code bauxite> | ||
+ | play_animation(player.attachment[" | ||
</ | </ | ||
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Although most of the equipment system is yet to be implemented, | Although most of the equipment system is yet to be implemented, | ||
- | Toggle " | + | 1) Toggle |
- | Assign an " | + | 2) Assign an [[object]] model to the [[item]] in the [[Item Editor]]. |
- | Create an attach point for both the character and object that match the equipment slot ID (e.g. " | + | 3) Create an attach point for both the [[character]] and [[object]] that matches |
- | Call " | + | 4) Call the [[Equip Item]] |
<code bauxite> | <code bauxite> | ||
- | equip_item(player, | + | equip_item(player, |
</ | </ | ||
+ | |||
+ | With this setup, calling the [[Unequip Item]] scripting function will automatically detach the [[object]] model associated with the [[item]] that is unequipped. | ||
+ | |||
+ | <code bauxite> | ||
+ | unequip_item(player, | ||
+ | </ | ||
+ | |||
~~NOTOC~~ | ~~NOTOC~~ |