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
Go to the ObjectTemplate properties list page, ObjectTemplate page, All Properties list, or Main scripting page.