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Buff Attachment Points

11-06-2003, 12:19 PM#1
Psyborg
Ok.. I'm not sure if this is at all possible, as editing buffs is irritating,.. But I'm playing around with the buff art.. (not the icons).. which isn't too bad... just replace the mdx files.. Thing I want though is to specify the attachment point... doesn't seem like you can.. any theories..?
11-06-2003, 12:31 PM#2
jardragon901
what skill specifically are wanting to change?
11-06-2003, 12:51 PM#3
Psyborg
I'm changing inner fire.. I've already changed the mdx.. I just dont really like it floating about the unit.. I'd like to attach it to the chest.. But I guess I can live with it...
11-06-2003, 09:25 PM#4
Krakou
You will have to edit and import HumanAbilityFunc.txt.
Search for the code [Binf] and you will see this

// example of multiple attachment
[Binf]
Spelldetail=1
Buffart=ReplaceableTextures\CommandButtons\BTNInnerFire.blp
Targetart=Abilities\Spells\Human\InnerFire\InnerFireTarget.mdl
Targetattachcount=1
Targetattach=overhead <== change here
//Targetattach1=hand,left <== you can also add more attachement
//Targetattach2=hand,right
11-07-2003, 03:13 AM#5
DarkenPride
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)

------------------------------

Hope that helps, it's from the file when and if you download UMSWE