| 11-06-2003, 12:19 PM | #1 |
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 |
what skill specifically are wanting to change? |
| 11-06-2003, 12:51 PM | #3 |
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 |
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 |
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 |
