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Weapon Attachment

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Level 4
Joined
May 14, 2010
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82
Okay, so I've seen all the weapon models in the model section, but I don't know how to attach one to a model. So, what do I do to attach a weapon to a model, like say, the Sauron Model, since he has no weapon? :confused:
 
Level 11
Joined
Jul 7, 2010
Messages
709
Known Attachment Points

Attachment Point Names:
overhead (floats over the unit's head, but doesn't sway with)
head (sways with the unit's animation)
chest (also good for wings)
origin (usually at the base of a unit's feet)
hand
foot
weapon (for heroes)
sprite (for buildings)
medium (for buildings)
large (for buildings)
To attach a model simply do:
  • Create an special effect attached to the < Use 1 more above ect Head > of < Your unit > useing < Your model >
Its under special effects in actions :D Good Luck and have fun.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
For EASIER way to do it, rather than wasting time... triggering.
You can set the weapon attached to the unit WITHOUT triggering !
1) Import your model (weapons, helm, armor, boots).
2) Go to Object Editor -> Abilities tab -> Edit -> Find and type 'Sphere (Vengeance - Level 1)' and it will direct you to the ability.
3) Left-click the ability and Copy and Paste it (to make it more easy under Custom spell selection).
4) Rename the ability (optional thing to do) into Sword / Helm / Armor / Boot / etc.
5) Look at 'Art - Target' and modify the field, delete the current model which is the 'Sphere (Vengeance - Level 1)<Target> bla bla bla'.
6) After delete, 'Add Model' and use your Imported Models such as swords and stuffs.
7) Just below it, you will find 'Art - Target Attachment Point 1', click on it and do same thing, delete the current value which is the 'sprite' and 'first', both of them needs to be deleted.
8) THIS PART IS IMPORTANT. After delete both of the string, you will need to input a CERTAIN string for your attachment. If your imported model is a Sword (weapon), then 'Add String' and type 'weapon'. If your imported model is armor, well type 'chest'. And so on...
9) After you're done with the ability, go to Unit tab to test out the result.
10) USUALLY we use Peasant model to test attachments because it has the nearly-most perfect criteria to test out attachments. Find Peasant in Human -> Melee -> Unit, first unit from the list and select him.
11) Go to the 'Abilities - Normal' field and click on the 'Add Ability' button.
12) There are 2 options, Unit | All, well, click on All and select 'Custom', you should now see your custom-made ability and select it.

Test it out !
It may also prevent leaks on certain cases such as SFX creation.
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
For EASIER way to do it, rather than wasting time... triggering.
You can set the weapon attached to the unit WITHOUT triggering !
1) Import your model (weapons, helm, armor, boots).
2) Go to Object Editor -> Abilities tab -> Edit -> Find and type 'Sphere (Vengeance - Level 1)' and it will direct you to the ability.
3) Left-click the ability and Copy and Paste it (to make it more easy under Custom spell selection).
4) Rename the ability (optional thing to do) into Sword / Helm / Armor / Boot / etc.
5) Look at 'Art - Target' and modify the field, delete the current model which is the 'Sphere (Vengeance - Level 1)<Target> bla bla bla'.
6) After delete, 'Add Model' and use your Imported Models such as swords and stuffs.
7) Just below it, you will find 'Art - Target Attachment Point 1', click on it and do same thing, delete the current value which is the 'sprite' and 'first', both of them needs to be deleted.
8) THIS PART IS IMPORTANT. After delete both of the string, you will need to input a CERTAIN string for your attachment. If your imported model is a Sword (weapon), then 'Add String' and type 'weapon'. If your imported model is armor, well type 'chest'. And so on...
9) After you're done with the ability, go to Unit tab to test out the result.
10) USUALLY we use Peasant model to test attachments because it has the nearly-most perfect criteria to test out attachments. Find Peasant in Human -> Melee -> Unit, first unit from the list and select him.
11) Go to the 'Abilities - Normal' field and click on the 'Add Ability' button.
12) There are 2 options, Unit | All, well, click on All and select 'Custom', you should now see your custom-made ability and select it.

Test it out !
It may also prevent leaks on certain cases such as SFX creation.

this works but why it doesnt work on other abilities like for example, cripple, heal, etc...???
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
This is because "attachments" is a NON-SPELL which we will not see the spell on the attached unit
That is why I pick the sphere ability, because the ability itself will show up on User Interface (the boxes in game, you know, the Attack, Hold, Guard, Patrol boxes...)
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
This is because "attachments" is a NON-SPELL which we will not see the spell on the attached unit
That is why I pick the sphere ability, because the ability itself will show up on User Interface (the boxes in game, you know, the Attack, Hold, Guard, Patrol boxes...)

i see, so we have no choice but to add the ability to the trigger for it to be attached to the unit. I use item attachment for this so that when the hero pick up that item, he can have that sword, very useful indeed.
 
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