<HTML> <HEAD> <META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252"> <TITLE>Anachronox Editing Documentation</TITLE> </HEAD> <BODY BGCOLOR="#000000" TEXT="#EFEFEF" LINK="#00FFFF" ALINK="#FFFFFF" VLINK="#05F3D0"> <CENTER> <P> <FONT FACE="Helvetica"> <FONT COLOR="#0055DD"><B>Tutorial 31: Sticking Entities to Each Other</B> </FONT> </CENTER> <P> <HR> <BR> <FONT COLOR="#0055DD"> STICKFROM=[name],[parent_surface],[child_track],[child_surface]<BR> STICKTO=[name],[child_surface],[parent_track],[parent_surface]<BR> UNSTICK=[name]<BR> </FONT> <P> You can attach anything to anything. Like a gun to boots hand. I have even seen Boots, attached to Stiletto, who was attached to Grumpos staff… the mind reels! <P> You can use either the special model surfaces (like fx_1, hand_r, glue_a, etc) or those special surface triangles (#457, etc) that can be viewed in Particleman (out of engine) or trihigh (in engine). <P> <FONT COLOR="#0055DD">STICKFROM=[name],[parent_surface],[child_track],[child_surface]</FONT> <P> Newscript<BR> On cubic 1 place boots<BR> Newent=character_boots;floor=1 <P> On cubic 2 place automap<BR> Newenr=ob_automap <P> On cubic 1 put a cmd node at 2.0 secs<BR> Stickfrom=f101,hand_r,2,#22 <P> <B>F101</B> is a name/id, for you to keep track of.<BR> <B>Hand_r</B> is the parent surface ON BOOTS that will attach to the automap<BR> <B>2</B> is referencing the automap which is on cubic track 2, which is how the command picks the entity. (JOEY: this could be explained better)<BR> <B>#22</B> is the surface on the automap that you desire to attach to boots hand. <P> Play the script. Notice how the automap sways with boots animation idle, You can play some boots aniation and the automap will follow. <P> Try changing the surfaces.<BR> Stickfrom=f101,#137,2,#16 <P> <FONT COLOR="#0055DD">STICKTO=[name],[child_surface],[parent_track],[parent_surface]</FONT> <P> On cubic 3 place rho<BR> Newent=character_rho;floor=1 <P> On cubic 3 put a cmd node at 4.0 secs<BR> Stickto=f102,hand_r,1,hand_l<BR> (that is an L not a 1) <P> This will attach Rho’s right hand to Boots left hand. <P> <B>F102</B> is the name / id<BR> <B>Hand_r</B> is the child surface on Rho<BR> <B>1</B> is the track that boots is on, determining the destination that Rho will go to.<BR> <B>Hand_l</B> is the parent surface on Boots <P> Play this <P> On cubic 1 put a node at 10.0 secs<BR> Unstick=f102 <P> F102 is Rho attachment <P> On cubic 1 put a node at 12.0 secs<BR> Unstick=f101 <P> <P> </BODY> </HTML>