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 Attachments 
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Joined: Sun Jul 13, 2008 9:57 am
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ohkay, first actual question from me.
im trying to attach something to an arm, and i want to do it in the actor code, but for some reason it attaches to the head, even when its obviously tabbed into the arms code. heres a snippet
Code:
   FGArm = Arm
      CopyOf = Base Arm FG
      InstanceName = Base Arm FG Att
      ParentOffset = Vector
         X = -4
         Y = -6
      AddAttachable = Attachable
         CopyOf = Base Guard
         ParentOffset = Vector
            X = 30
            Y = -30
         DrawAfterParent = 1

should i just try attaching it to a copy of the arm actor instead of in the ahuman actor? because i see no reason why it should attach to the head here.. the head is above the arm in the code. also i know the vector is insanely innacurate, i just wanted it to attach first so i could fiddle later.
i want it to attach to the upper arm btw.


Fri Jul 18, 2008 12:35 am
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Post Re: Attachments
You're sure it's attaching to the head? The arm makes the same rotation movements as the head does. Try it with the offsets at 0 to make sure.


Fri Jul 18, 2008 1:47 am
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Post Re: Attachments
attach it in the arm code, so your sure, and if you dont wanna, fix the offsets.


Fri Jul 18, 2008 4:41 am
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Post Re: Attachments
Since your offsets are not right, they may just be raised and appear to be attached to the head, but really isn't. Try what Tim said, It might have been attached to the arm all along.


Fri Jul 18, 2008 4:44 am
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Post Re: Attachments
ohkay, i removed the offsets and now it appears to be glued to his chin. even if i move it so its attached properly to the arm, it will rotate away when i look around. is there a way to attach something to an actors arm properly, so it functions like armour?


Sat Jul 19, 2008 4:47 am
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Post Re: Attachments
if you want the piece to protect the arm wouldn't be best to put it in the arm code?


Sun Jul 20, 2008 3:21 am
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Post Re: Attachments
i am essentially doing just that, im doing it to a copy of the arm to make the original arm reusable though, should i do it outside the AHuman code? could someone who has done this before give me some hints on how they did it? i should have a look at the Crobo code too i think,, though they might not have attachables i cant remember. ><


Sun Jul 20, 2008 8:38 am
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Post Re: Attachments
i think the mpam has some arm attachables so check that out maybe. Also, you you can just copy paste the code for the arm you want and change the instance name to armored arm and you don't need to make a copy. You just add the attachable code in there and your set.


Sun Jul 20, 2008 4:39 pm
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Post Re: Attachments
Arm sprites moving doesn't change the hitbox. The only actual physical movement is the offset/limbpath coding, and I'm pretty sure that attachables on an arm would not move with the arm.


Sun Jul 20, 2008 5:53 pm
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Post Re: Attachments
Would adding the attachables to the head on purpose work?

The head and the arms do move at the same time.


Sun Jul 20, 2008 7:06 pm
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Post Re: Attachments
More like the head and the gun move at the same time.

The arms just go through a set of frames.


Sun Jul 20, 2008 11:09 pm
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Post Re: Attachments
I tried adding an attachable to the arms, thy move with the head, gunna try drawafterparent=0.

EDIT: nope, as far as i know, you can't get it to follow the arm.


Sun Jul 20, 2008 11:12 pm
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