| 05-20-2003, 08:44 PM | #1 |
I was trying to attach things, because i saw this RP map with a peasant guy holding a headhuntermissile.mdl. i wanted to know what the name was they used, because when i attached it to my villager, he was holding the point, and not the middle of it. This was not a separate MDX file, if was definately the HunterMissile.mdl projectile that the headhunter throws. I tried "right hand" already, just makes him hold the point. Can someone help me please??? |
| 05-20-2003, 09:07 PM | #2 |
Guest | This does not belong in this section but i will answer it, All models have different points on them, origin, head, overhead, hand, foot, chest, and weapon, they are all located at the same general area of each unit, but the units are different so the points are exactly the same position, with the peasant, his point is probibly move twards the front of his hand, and the other model is farther back. Go to http://www.google.com and search for WC3 Special Effects list, and it willl give you all the sites that have stuff about that, some should contain every point, origin, hand, so on, and the prefixis like right of left :D |
| 05-24-2003, 01:47 AM | #3 |
UMSWE has a file that tells you all that.. The following information might be of use to those of you attempting to use the "Special Effect - Create Special Effect On Unit" trigger action. The first parameter for this action is an attachment point name, which is a string value that you type in manually. One or more modifiers can be added to an attachment point name to specify the exact location to which you want to attach the special effect. These modifiers are optional, and are not defined for all units and attachment point names. Example attachment point names: "overhead", "hand", "hand left", "foot right mount rear". Attachment Point Names: overhead (floats over the unit's head, but doesn't sway with the head as it animates) head (sways with the unit's animation) chest origin (usually at the base of a unit's feet) hand foot weapon (for heroes) sprite (for buildings) medium (for buildings) large (for buildings) Attachment Point Modifiers: left right mount (for mounted units) rear (for quadrupeds) first (for buildings) second (for buildings) third (for buildings) fourth (for buildings) fifth (for buildings) sixth (for buildings) rallypoint (for buildings) |
| 05-24-2003, 06:09 AM | #4 | |
Quote:
ok lets consider an origin point that coordinates are 0,0,0. The hunter missile is aligned on this point, unfortunately its not aligned on the "handle"... hope I'm clear ://// |
| 05-29-2003, 06:27 AM | #5 |
For additional help go to my website and download the special effects viewer there. Run it as a map for fun but inside i have all the parts listed for 99% of the models. rodofnod.com have fun! |
