79 lines
2.5 KiB
HTML
79 lines
2.5 KiB
HTML
<HTML>
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<HEAD>
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<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252">
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<TITLE>Anachronox Editing Documentation</TITLE>
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</HEAD>
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<BODY BGCOLOR="#000000" TEXT="#EFEFEF" LINK="#00FFFF" ALINK="#FFFFFF" VLINK="#05F3D0">
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<CENTER>
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<P>
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<FONT FACE="Helvetica">
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<FONT COLOR="#0055DD"><B>Tutorial 31: Sticking Entities to Each Other</B>
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</FONT>
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</CENTER>
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<P>
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<HR>
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<BR>
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<FONT COLOR="#0055DD">
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STICKFROM=[name],[parent_surface],[child_track],[child_surface]<BR>
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STICKTO=[name],[child_surface],[parent_track],[parent_surface]<BR>
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UNSTICK=[name]<BR>
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</FONT>
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<P>
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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!
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<P>
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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).
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<P>
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<FONT COLOR="#0055DD">STICKFROM=[name],[parent_surface],[child_track],[child_surface]</FONT>
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<P>
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Newscript<BR>
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On cubic 1 place boots<BR>
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Newent=character_boots;floor=1
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<P>
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On cubic 2 place automap<BR>
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Newenr=ob_automap
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<P>
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On cubic 1 put a cmd node at 2.0 secs<BR>
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Stickfrom=f101,hand_r,2,#22
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<P>
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<B>F101</B> is a name/id, for you to keep track of.<BR>
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<B>Hand_r</B> is the parent surface ON BOOTS that will attach to the automap<BR>
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<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>
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<B>#22</B> is the surface on the automap that you desire to attach to boots hand.
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<P>
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Play the script. Notice how the automap sways with boots animation idle, You can play some boots aniation and the automap will follow.
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<P>
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Try changing the surfaces.<BR>
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Stickfrom=f101,#137,2,#16
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<P>
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<FONT COLOR="#0055DD">STICKTO=[name],[child_surface],[parent_track],[parent_surface]</FONT>
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<P>
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On cubic 3 place rho<BR>
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Newent=character_rho;floor=1
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<P>
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On cubic 3 put a cmd node at 4.0 secs<BR>
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Stickto=f102,hand_r,1,hand_l<BR>
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(that is an L not a 1)
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<P>
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This will attach Rho’s right hand to Boots left hand.
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<P>
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<B>F102</B> is the name / id<BR>
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<B>Hand_r</B> is the child surface on Rho<BR>
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<B>1</B> is the track that boots is on, determining the destination that Rho will go to.<BR>
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<B>Hand_l</B> is the parent surface on Boots
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<P>
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Play this
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<P>
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On cubic 1 put a node at 10.0 secs<BR>
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Unstick=f102
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<P>
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F102 is Rho attachment
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<P>
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On cubic 1 put a node at 12.0 secs<BR>
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Unstick=f101
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<P> <P>
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</BODY>
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</HTML>
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