Attach models, effects and sounds
Your character has 4 attachment slots.
Fill a slot
ESC → Character → Current → ATTACH
- Set the slot to Model, Effect, Light or Sound.
- Select BROWSE.
- Select a folder to open it, or an entry to attach it.
- Tick the slot's Show checkbox to wear it.
Each kind carries one thing:
- Model hangs a
.md3prop or a.glmcharacter model off a bone - Effect plays a particle effect, once or on a loop
- Light is a coloured glow.
- Sound plays once, on a loop, or on a repeat interval
Enter a name into Find and select SEARCH to scan every folder for it.
Select CLEAR to wipe a slot, or EMOTE on a .glm model slot to pick an emote for the attachment to play. Only humanoid .glm models can play the chosen animation.
The Character screen carries the same 4 checkboxes on its Bolts: row.
Place it on your body
Select ADJUST IN WORLD, then set Slot and Bone. There are 15 bones, Head down to L foot.
Select EDIT IN WORLD to tune the placement on your own body:
For a model, select AUTO-ALIGN first to set a starting position and rotation on the chosen bone. It uses the model's attachment preset or grip tag when one exists, then leaves the result ready for fine tuning.
- mouse wheel adjusts the highlighted parameter
- TAB moves to the next parameter and Shift+TAB moves back
- MOUSE1 saves the placement to your character
- R reverts the slot to its last saved values
- arrow keys orbit the camera and zoom it
- MOUSE2 or ESC returns to the panel
TAB cycles through different controls for each kind:
| Kind | Controls |
|---|---|
| Model | position, rotation and scale |
| Effect | position, rotation, interval and once or loop mode |
| Light | position, red, green, blue and intensity |
| Sound | playback mode and interval |
Select SAVE to write the placement, or DONE to save and restore your camera.
Prefer the console?
Set the slot's kind first, with /charboltattr. Kind is 0 for model, 1 for effect, 2 for light and 3 for sound.
/charboltattr <1-4> <kind 0-3> <loop 0/1> <r> <g> <b>|#RRGGBB <intensity> [scale] [sndmode 0-2] [interval]
Point the slot at an asset with /character set, using the fields boltmodel1 to boltmodel4.
none empties the slot. Give a model path relative: StoryForce fills in models/map_objects/ and
.md3 when you leave them off.
/boltedit starts the same editor as ADJUST IN WORLD.