Attachments
Attachments bolt something extra onto your character's model, from a backpack to a light to a looping hum.
You need to be logged in. A selected character keeps your toggles and models between sessions. Attachments save to that character.
What it does
Every character has 4 attachment slots. Each slot holds one asset and sits on a bone you choose, a named point on the model's skeleton such as the head or a shoulder. You can show or hide a slot without losing its placement.
A slot can be one of 4 kinds:
- model, a prop such as a pack, a helmet or a datapad
- effect, a particle effect that can loop
- light, a coloured point light with its own intensity
- sound, either looping or repeating on an interval
On top of those 4, your character has 2 dedicated head attachments of its own. Those are the breather and the translator, and they each have a command.
Turning a slot on and off
Set up what a slot holds on the Attachments screen, part of
the ESC menu. Once a slot has an asset,
/attach shows and hides it without opening the menu, so you can bind it to a key for a scene.
Leave off the on or off and the slot toggles.
The state saves to your character, so a slot you turned on stays on next time you play that character.
An empty slot
Turning on a model, effect or sound slot with nothing in it achieves nothing. StoryForce refuses and tells you where to fix it. The slot stays off.
Light slots are the exception. A light has no asset to pick, so an empty light slot switches on happily.
Breathers
A breather attaches a mask to your character's head and stops them drowning.
Run it bare to toggle.
Aquatic characters already breathe underwater, so StoryForce refuses the command rather than attach a mask that does nothing.
Aquatic is a character field. Character details covers setting it, and what it does to the breather.
Translators
A translator attaches a device to your character's head and lets them understand languages they have not learned.
Run it bare to toggle. The languages page covers what it does to chat.
Changing the breather and translator models
The toggles above are all most players need. From here down is fine-tuning, first swapping the models, then placing them by hand.
Both devices use a default model until you set your own. 4 /character set fields control them.
translator is the same field for the other device. The defaults are StoryForce/breather and
StoryForce/translator, and the word default puts either one back.
breatheroffset and translatoroffset place them. Each takes a bone name and 6 numbers, which are
position and then rotation.
That example is the default placement. Get the format wrong and the command tells you what it wanted.
Placing attachments in world
Typing offsets blind is slow. /boltedit puts you in a live editor where you move and rotate the
attachment on your own model and watch it update.
/sf_boltedit is an accepted alias. The ADJUST IN WORLD button on the Attachments screen starts the
same editor.
Save without leaving with /boltedit save.
/boltedit exit saves and closes in one step.
Things to note
- An empty model, effect or sound slot refuses to switch on. The slot stays off until you pick an asset.
- Light slots ignore the empty-slot rule. A light has no asset to be missing.
- Aquatic characters cannot use
/breather. They breathe underwater unaided, so StoryForce refuses the toggle outright. - The editor will not open during a camera mode. Camera, photo free cam and gimbal all block it, and so does an active placement mode. Starting a camera mode mid-edit closes the editor and saves.
- The editor needs you logged in and in the game world. It saves to your active character.
- Model paths reject spaces. Letters, digits, underscores, hyphens, full stops and forward slashes only.
- Offsets need all 7 parts. The command refuses a bone name on its own.
- Attachment states save to the character. Switching characters swaps the whole set.
Next
- Holstering: sheathed weapons on your model
- Models and sabers: the body underneath it all