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This page is a tutorial to guide new and experienced users on how to make use of the @attach and @attach+ commands.


Basic AttachmentsEdit

The basic @attach command is very commonly used in Cortex Roleplay to make more sophisticated and unique units or to make a stack of dancing Zealots.

For starters, if you'd like to know how to use attachments to create anything interesting, you will have to know of the Attachment Dummy. Essentially, it allows you to maintain the base actor and attach points of the core unit, so you won't have to worry about having something attach to the most recent actor.

All attachments deal in actors, so it's good to have something in mind before you jump in. In the recent Forge extensions, there is a UI for the Search command that you can use to find actors, however, it is not a complete list and the original Search command still is best for finding the thing you want.

The default @attach command looks like this:

@attach (actor) [point]

The following table is for the first and second arguments of the @attach command.

(actor) [point]
Attaches the specified actor to all selected units. Specifies the location to attach the actor to.
This can be substituted with listpoints to display all attachment positions Defaults to origin if not entered or invalid position is entered.

Advanced Attachments Edit

For any kind of advance attachments, you will need to use the @attach+ command. It is recommended to save any work you do with an @attach+ into an alias and use attach dummies as needed.

The @attach+ command has many arguments:

@attach+ (-m) (actor/model) [point] (Offset X) (Offset Y) (Offset Z) (-r) [Rotation X] [Rotation Y] [Rotation Z], etc

(actor) [point] Offset Rotation
Attaches the specified actor to all selected units. Specifies the location to attach the actor to. Determines (In XYZ) how far off the attach point the actor is. Determines how much the actor/model is rotated.
N/A Defaults to origin if not entered or invalid position is entered. Defaults to 0 if not specified Defaults to 0, specified with -r.

Attachment Points Edit

This section lists the accepted values of argument [position].

  • Origin
  • Center
  • Damage
  • Damage01
  • Damage02
  • Engine
  • Hardpoint
  • Hardpoint01
  • Hardpoint02
  • Hardpoint03
  • Hardpoint04
  • Hardpointleft
  • Hardpointright
  • Head
  • Hit
  • Hit01
  • Hit02
  • Hit03
  • Hit04
  • Hit05
  • Hit06
  • Hit07
  • Hit08
  • Hit09
  • Overhead
  • RallyPoint
  • StatusBar
  • Left
  • Right
  • Target
  • Target01
  • Target02
  • Target03
  • TargetHeavy
  • TargetLight
  • TargetMedium
  • TargetShield
  • Turret
  • TurretY
  • TurretZ
  • Upgrade
  • UpgradeArmor
  • UpgradeEngineBottom
  • UpgradeEngineLeft
  • UpgradeEngineRight
  • UpgradeWeapon
  • UpgradeWeaponBottom
  • UpgradeWeaponLeft
  • UpgradeWeaponRight
  • Weapon
  • Weapon01
  • Weapon02
  • Weapon03
  • Weapon04
  • WeaponBottom
  • WeaponLeft
  • WeaponRight

Effects of attachingEdit

  • After attaching without an attach dummy, modelswapping will only effect the latest actor
    • The same goes for scaling, tinting and the locations for attaching.
  • Attachments cannot be removed. You will have to start over if you attach a unit you don't want.
  • Any model can be easily attached if you attach a beacon and use @modelswap to get a desired model.

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