Attach models, effects and sounds

Your character has 4 attachment slots.

Fill a slot

ESC → Character → Current → ATTACH

  1. Set the slot to Model, Effect, Light or Sound.
  2. Select BROWSE.
  3. Select a folder to open it, or an entry to attach it.
  4. Tick the slot's Show checkbox to wear it.

Each kind carries one thing:

  • Model hangs a .md3 prop or a .glm character 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:

KindControls
Modelposition, rotation and scale
Effectposition, rotation, interval and once or loop mode
Lightposition, red, green, blue and intensity
Soundplayback 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.