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[Request] Rotating Attachment Points

12-03-2007, 07:56 AM#1
Tide-Arc Ephemera
Okay, this is a small request. I want... a CIRCULAR ring of attachment points which rotate around a point. The model MUST be blank but there must be a ring of attachment points which rotate around it.

I would like it if the points were evenly spaced.

I would like 2 models - one will have 10 attachment points and the other one will have 12 attachment points.

If possible, could you label the attachment points something like "pnt1", "pnt2", "pnt3" and so on.

I would like the attachment points to be in line with the center and I would like it to be around the size of a Bloodmage (which happens to also have attachment points).

I would like it to have a small set of animations:
  1. birth, the attachment points appear (single run)
  2. stand, the attachment points move in a clockwise manner (looping)
  3. stand second, the attachment points move in an anticlockwise manner (looping)
  4. death, everything disappears (single run)

If possible, try to keep the file size below 50kb.

If there is anything important I did not mention, please feel free to ask.

Thanks ahead!
12-03-2007, 08:47 AM#2
TDR
I made you the one with 10 attachment points. If it works and if you like it, I'll make the 12 one too.
Attached Files
File type: mdxrot_attach_10.MDX (7.1 KB)
12-04-2007, 04:48 AM#3
Tide-Arc Ephemera
Either I'm missing something or there aren't any attachment points...
12-04-2007, 10:30 AM#4
Malf
That sounds sweet, can I use it too pretty please? :)

Oh, and how are each attachment points placed? Like numbers on a clock?
12-04-2007, 10:36 PM#5
TDR
you must be missing something. there's 10 attachment points rotating. They're called just like you said: pnt01, pnt02, pnt03 etc.
12-05-2007, 03:53 AM#6
Tide-Arc Ephemera
@ TDR
Oh you called them stuff like point01 ... *awkward*
Time for a retest!

@ Malf
For my part, I'm giving you my permission to use them. However it's TDR's work, so you'll need his part, too.
___

EDIT!
Trigger:
IT Test
Collapse Events
Time - Elapsed game time is 1.00 seconds
Conditions
Collapse Actions
Special Effect - Create a special effect attached to the pnt01 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt02 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt03 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt04 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt05 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt06 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt07 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt08 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt09 of Psycho Man 0005 <gen> using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
Special Effect - Create a special effect attached to the pnt10 of Psycho Man 0005 <gen> using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
I did this to test it and none of the points seemed to have appeared... then to test for the stand animation as a backup I tried this...

Trigger:
IT Test 2
Collapse Events
Player - Player 1 (Red) types a chat message containing -standtest as An exact match
Conditions
Collapse Actions
Animation - Play Psycho Man 0005 <gen>'s Stand - 1 animation
Wait 2.00 seconds
Animation - Play Psycho Man 0005 <gen>'s stand animation

and neither of these tests revealed the points and/or their attachments. Did I do something wrong?
12-05-2007, 08:15 AM#7
Malf
Does Psycho Man use the model as it's model?
12-06-2007, 04:32 AM#8
Tide-Arc Ephemera
Well, yeah.
12-06-2007, 02:45 PM#9
TDR
I tried a little change, because I forgot that attachment points shouldn't have animations on their own, but still doesn't work...I'll try several little more tweaks and if it still doesn't work then I suck.
12-06-2007, 03:01 PM#10
Rao Dao Zao
I do believe that attachment points have to have specific in-game names... Anything else won't work; a little like having to have standard animation names or they won't show up in the editor preview pane or be usable by name in triggers.
12-06-2007, 08:59 PM#11
whitedragon
Quote:
Originally Posted by TDR
I tried a little change, because I forgot that attachment points shouldn't have animations on their own, but still doesn't work...I'll try several little more tweaks and if it still doesn't work then I suck.

Can't you link them to a bone and rotate such bone?
12-06-2007, 10:40 PM#12
TDR
...that's...what....I...did. And I said it still wasn't working. I'll try and give them standard names and see if that works. But now -> sleep.
12-07-2007, 12:25 AM#13
whitedragon
Ah. Sorry.

By saying "animate by itself" I understood that you gave keys to the points themselves, not by the way I said.