Forged Alliance Forever Forged Alliance Forever Forums 2019-04-17T07:18:37+02:00 /feed.php?f=41&t=17419 2019-04-17T07:18:37+02:00 2019-04-17T07:18:37+02:00 /viewtopic.php?t=17419&p=173531#p173531 <![CDATA[Re: Getting root bone of unit?]]> Statistics: Posted by D4rkstalker — 17 Apr 2019, 07:18


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2019-04-16T11:07:57+02:00 2019-04-16T11:07:57+02:00 /viewtopic.php?t=17419&p=173513#p173513 <![CDATA[Re: Getting root bone of unit?]]> Statistics: Posted by Franck83 — 16 Apr 2019, 11:07


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2019-04-16T11:00:20+02:00 2019-04-16T11:00:20+02:00 /viewtopic.php?t=17419&p=173512#p173512 <![CDATA[Re: Getting root bone of unit?]]>
It depends on what you want to do. I'm not sure that the unit id always matches the root bone name.
If you want to check the bone names on a specific unit, launch a game on cheat mode. you can show it with the console commands: ren_ShowSkeletons & ren_ShowBoneNames
if you want to apply an fx like CreateAttachedEmitter(self, bone or 0, self:GetArmy()), you can refer to 0 that will point to the root bone.
Unless you got a GetBoneName method on entity objects.

Hope this will help.

Statistics: Posted by Franck83 — 16 Apr 2019, 11:00


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2019-04-16T07:11:11+02:00 2019-04-16T07:11:11+02:00 /viewtopic.php?t=17419&p=173503#p173503 <![CDATA[Getting root bone of unit?]]>
i.e for ahwassa (xsa0402):
Code:
self:getrootBone()
// returns XSA0402


I'm currently using
Code:
bp.BlueprintId
which causes issues when the bone does not match the blueprint id.

Statistics: Posted by D4rkstalker — 16 Apr 2019, 07:11


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