BindToSkeletonPart Property

Usage:
   ObjectTemplate.BindToSkeletonPart string number

Argument values:

argument 1:    BLOCK, Barrel, Base, Bip01_Spine3, Block, Buckle, Bullet01, Bullet02, Bullet03, Bullet04, Bullet05, Bullet06, Bullet07, Bullet08, Bullet09, Bullet10, Bullet11, Bullet12, Bullet13, Bullet15, Button, Button01, ...
argument 2:    [optional] 3

Description: Used in Weapons.con. If a hand weapon is made up out of many bones, then this property is used to connect one model part of the weapon (stored in a seperate .sm file) to the bone name found in the weapon's .ske file. For example, the No4 and K98 sniper rifles use this to attach a clip model to a bone named clip. This property is also used for the weapons' reload animation, located in animations/weapons/weapon name/animation file to make each piece of the weapon move separately.

Making custom bones for weapons is possible but requires custom animations as well.

Related properties: AddTemplate

Used in object types (and how often in each type): AnimatedBundle (23%), BFSoldier (67%)

Used in a total of 107 .con files: Objects.con

Parent directories of these .con files: objects/Soldiers, objects/HandWeapons

Example: (from objects/HandWeapons/No4Bayonet/Objects.con)
   ObjectTemplate.Create AnimatedBundle No4BayonetComplex
   ObjectTemplate.Geometry No4
   ObjectTemplate.HasDynamicShadow 1
   ObjectTemplate.CreateSkeleton animations/No4Bayonet.ske
   ObjectTemplate.AddTemplate No4Trigger
   ObjectTemplate.BindToSkeletonPart Trigger
   ObjectTemplate.AddTemplate No4Block
   ObjectTemplate.BindToSkeletonPart BLOCK
   ObjectTemplate.AddTemplate No4Load
   ObjectTemplate.BindToSkeletonPart Load
   ObjectTemplate.AddTemplate No4Mag
   ObjectTemplate.BindToSkeletonPart Mag
   ObjectTemplate.AddTemplate No4Clip
   ObjectTemplate.BindToSkeletonPart clip
   ObjectTemplate.AddTemplate No4BayonetObject
   ObjectTemplate.BindToSkeletonPart bayonet


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