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attach_points [2020/09/27 15:31] justinattach_points [2022/05/09 15:06] justin
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 The example below will attach the "sword" [[object]] model's "handle" attach point to the player's "right_hand" attach point. The example below will attach the "sword" [[object]] model's "handle" attach point to the player's "right_hand" attach point.
 <code bauxite> <code bauxite>
-attach_object("sword", player, "handle", "right_hand")+attach_object("sword", player, "handle", "right_hand");
 </code> </code>
  
 +Alternately, you can create attach points for the sword [[object]] and player [[character]] using the same ID (e.g. "hand") and leave out the function's fourth parameter.
 <code bauxite> <code bauxite>
-attach_object("sword", player, "hand")+attach_object("sword", player, "hand");
 </code> </code>
  
Line 41: Line 42:
 The example below will detach the [[object]] currently attached to the player's "right_hand" attach point. The example below will detach the [[object]] currently attached to the player's "right_hand" attach point.
 <code bauxite> <code bauxite>
-detach_object(player, "right_hand")+detach_object(player, "right_hand")
 +</code> 
 + 
 +You can reference the [[object]] that's currently attached to an attach point using the "attachment" property with the desired attach point ID. In the example below, the "glow" animation will be played for the [[object]] attached to the player's "right_hand" attach point. 
 +<code bauxite> 
 +play_animation(player.attachment["right_hand"], "glow");
 </code> </code>
  
Line 56: Line 62:
  
 <code bauxite> <code bauxite>
-equip_item(player, "right_hand", "ITEM_0001")+equip_item(player, "right_hand", "ITEM_0001");
 </code> </code>
  
Line 62: Line 68:
  
 <code bauxite> <code bauxite>
-unequip_item(player, "right_hand")+unequip_item(player, "right_hand");
 </code> </code>
  
 ~~NOTOC~~ ~~NOTOC~~
attach_points.txt · Last modified: 2022/05/09 15:06 by justin