| Author | Message | 
        
			| Nachos 
					Joined: Mon Oct 20, 2008 12:32 pm
 Posts: 66
 Location: Australia
   |   Rotating AttachablesI have no idea how I did it, but I was messing with the dummy actor and I managed to add another head. Not a real head, just another attachable. The wierd thing was, it also faced in the same direction as the regular head, but was pinned down to the torso. So it gave the illusion of two heads. Cause I'm such an idiot, I accidently removed the lines of code and saved over it and it's lost now. Does anyone know about doing things like that and could help me out? I've been trying to duplicate it but I either end up with a non rotating attachable or one that moves off of its desired anchor.
 I've also tried searching lots of different things but the closest I got was someone wanting the head not to rotate at all... -_-
 
 
 | 
		
			| Sun Nov 09, 2008 12:55 pm | 
					
					   | 
	
	
		|  | 
	
			| grenade 
					Joined: Mon Aug 18, 2008 5:29 pm
 Posts: 607
 Location: Ukraine,Odessa in the ASC bunker-base
   |   Re: Rotating AttachablesYou can attach attachment not to the head . You can attach 2nd head to the body . Like we have chestplates . So you just need to work with X and Y and all . Everything attaches like a head , just add attachment after all limbs (head,arms ...). And place  Code: AddAttachment = Attachment<tab><tab>CopyOf = etc.
 
 | 
		
			| Sun Nov 09, 2008 3:15 pm | 
					
					   | 
	
	
		|  | 
	
			| Nachos 
					Joined: Mon Oct 20, 2008 12:32 pm
 Posts: 66
 Location: Australia
   |   Re: Rotating AttachablesThat's what I don't want though, If I attach it like a chestplate, it doesnt rotate when I aim somewhere, like a head does. Somehow I made it rotate before, but I can't remember how, cause I don't have the code for it anymore. 
 
 | 
		
			| Sun Nov 09, 2008 3:46 pm | 
					
					   | 
	
	
		|  | 
	
			| grenade 
					Joined: Mon Aug 18, 2008 5:29 pm
 Posts: 607
 Location: Ukraine,Odessa in the ASC bunker-base
   |   Re: Rotating AttachablesOops i didnt understood you . Try looking in coalition code . They have helmets as attacheable so you can cut a part of code . You must have 1ST The attacheble : Code: AddAttacheble = Attacheable<TAB>PresetName = etc.
 BLAH,BLAH,BLAH
Then when you want add attacheable to head type this after first AddGib . Code: <tab>AddAttacheable = Attacheable<tab><tab>CopyOf = etc.
 <tab><tab>ParentOffset = Vector
 <tab><tab><tab> X = ?
 <tab><tab><tab> Y = ?
 
 | 
		
			| Sun Nov 09, 2008 4:23 pm | 
					
					   | 
	
	
		|  | 
	
			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: Rotating AttachablesTry attaching the head to the arm.
 I was messing with ballistic pauldrons, and they seems to move according to your aim more so that the arm they're attached to, and about as much as heads do.
 
 
 | 
		
			| Mon Nov 10, 2008 1:24 am | 
					
					   | 
	
	
		|  | 
	
			| The Fat Sand Rat 
					Joined: Sun Apr 15, 2007 5:56 am
 Posts: 1191
 Location: outside the shithole called the University in the Forest
   |   Re: Rotating Attachablesgrenade wrote: Oops i didnt understood you . Try looking in coalition code . They have helmets as attacheable so you can cut a part of code .Ok, I'm pretty certain that you just do not understand what he is saying. He is not saying he attached something to the head, he is saying he made something that moved like the head. Really, don't respond with "50 chest compressions" when someone is asking you how to treat a burn on the finger, and then say "oh, drain the poison" if they ask again.
 
 | 
		
			| Mon Nov 10, 2008 1:30 am | 
					
					   | 
	
	
		|  | 
	
			| Nachos 
					Joined: Mon Oct 20, 2008 12:32 pm
 Posts: 66
 Location: Australia
   |   Re: Rotating AttachablesAzukki wrote: Try attaching the head to the arm.
 I was messing with ballistic pauldrons, and they seems to move according to your aim more so that the arm they're attached to, and about as much as heads do.
Ahh I think that's what I did, and had the joint at the arms joint so it didn't come off the body. Thanks! The Fat Sand Rat wrote: Really, don't respond with "50 chest compressions" when someone is asking you how to treat a burn on the finger, and then say "oh, drain the poison" if they ask again.Reminds me of my first aid course.  Insutructor: What do you do when a snake bites your leg? Student: Suck out the poison with your mouth! Insutructor: As much as you see that on the movies, that's not what we do... Student: Cut off their leg?
 
 | 
		
			| Mon Nov 10, 2008 2:18 am | 
					
					   | 
	
	
		|  | 
	
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Rotating Attachablesmmn, things attached to the arm fail.what happens if you define the head twice? does it change the head or define another? hmm...
 
 
 | 
		
			| Mon Nov 10, 2008 6:43 am | 
					
					     | 
	
	
		|  | 
	
			| Azukki 
					Joined: Sat Nov 03, 2007 9:44 pm
 Posts: 1916
 Location: Flint Hills
   |   Re: Rotating AttachablesIt just uses the second defined head.The Ronin are just copies of one of them with redefined heads, I think.
 
 Arm attachment heads could be kinda neat if done right.
 
 
 | 
		
			| Mon Nov 10, 2008 7:29 am | 
					
					   | 
	
	
		|  | 
	
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Rotating Attachablescould be. hydra enemy wooo 
 
 | 
		
			| Mon Nov 10, 2008 9:27 am | 
					
					     | 
	
	
		|  | 
	
	
		|  |