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Attachments (without triggers)
by Shados edited by Ralle
What is this?
In case you might wonder what this article is about. We are working with attachments as weapons, glows, effects attached to units. These attachments can be attached to units with abilities or items which gives a cool effect. In this article I will explain to you how to attach a model (weapon, shield, orb etc.) to an item so it will be displayed when a unit puts it on.
Let's get started..
Create a custom ability based off an item ability, I like using Item Armour Bonus (+1). Remove all buffs and effects from the ability.
Art - Target.
Add the models you want to attach here. But remember you can't specify different attachment points for the models you add here. You will need an ability for each attachment point.
Target Attachment Point 1.
To decide where to attach the models you use attachment points. Choose one from the list below and write it in here. But only ONE word at a line. If you wish you say "hand left" you say "hand", "left".
The modifiers are there so you can be a little more precise when attaching models, you can for example add a string saying "hand", but you want it to be in the right hand, then you add one more saying "right".
That's it
So now you have the ability that atttaches models to a unit. You can now decide whether to have the ability in an item or as a spell. But remember, in order to add the ability to a unit, you have to go and set Stats - Item Ability to False.
Modifiers and Attachment Points
Attachment Points
Attachment Point Modifiers:
by Shados edited by Ralle
What is this?
In case you might wonder what this article is about. We are working with attachments as weapons, glows, effects attached to units. These attachments can be attached to units with abilities or items which gives a cool effect. In this article I will explain to you how to attach a model (weapon, shield, orb etc.) to an item so it will be displayed when a unit puts it on.
Let's get started..
Create a custom ability based off an item ability, I like using Item Armour Bonus (+1). Remove all buffs and effects from the ability.
Art - Target.
Add the models you want to attach here. But remember you can't specify different attachment points for the models you add here. You will need an ability for each attachment point.
Target Attachment Point 1.
To decide where to attach the models you use attachment points. Choose one from the list below and write it in here. But only ONE word at a line. If you wish you say "hand left" you say "hand", "left".
The modifiers are there so you can be a little more precise when attaching models, you can for example add a string saying "hand", but you want it to be in the right hand, then you add one more saying "right".
That's it
So now you have the ability that atttaches models to a unit. You can now decide whether to have the ability in an item or as a spell. But remember, in order to add the ability to a unit, you have to go and set Stats - Item Ability to False.
Modifiers and Attachment Points
Attachment Points
- 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 (use this for wings, Illidan's, Mannoroth's,....)
- origin (usually at the base of a unit's feet, use this for auras)
- hand (self-explanatory)
- foot (self-explanatory)
- weapon (for HEROES)
- sprite (for buildings)
- medium (for buildings)
- large (for buildings)
Attachment Point Modifiers:
- left (left hand/foot, u get the point)
- right (right hand/foot, u get the point)
- mount (for mounted units, i.e, foot mount)
- rear (for quadrupeds)
- first (for buildings)
- second (for buildings)
- third (for buildings)
- fourth (for buildings)
- fifth (for buildings)
- sixth (for buildings)
- rallypoint (for buildings)
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