Kategorie: Objekte
/ Darstellung
Ab Engineversion: 5.1 OC
nil
angegeben werden.func FxIntCarryBowStart(object target, effect) { effect.mesh = target->AttachMesh(Bow, "pos_hand1", "main"); effect.inhand1 = true; } func FxIntCarryBowTimer(object target, effect) { if(effect.inhand1) target->SetAttachBones(effect.mesh, "pos_hand2", nil); else target->SetAttachBones(effect.mesh, "pos_hand1", nil); effect.inhand1 = !effect.inhand1; }