Author Topic: Enabling Attachment Points  (Read 1865 times)

Offline russian roulette

  • *
  • Posts: 1770
  • Rep: 1
  • What year is it?!?!?
    • View Profile
    • Awards
Enabling Attachment Points
« on: December 23, 2011, 07:45:35 PM »
Now that there is a new "motor on top" deal going on, I would like to know how to enable all the attachment points on the Perms as well as the E-Tek.

Offline Clickbeetle

  • *
  • Posts: 3375
  • Rep: 21
  • In Soviet Russia, bugs stomp YOU!
  • Awards BOTM Winner
    • View Profile
    • Beetle Bros site
    • Awards
Re: Enabling Attachment Points
« Reply #1 on: December 23, 2011, 08:18:24 PM »
Wait seriously?  You've been building bots (good bots too) this long and you don't know how to do that?
 
Look in the preview window of the component you're attaching.  There's a bunch of screw icons that represent the attachment points.  Click on those and then you can use them for attaching the component.

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline Somebody

  • *
  • Posts: 7201
  • Rep: 13
  • CP: +2
    • View Profile
    • Awards
Re: Enabling Attachment Points
« Reply #2 on: December 23, 2011, 08:53:15 PM »
What do you mean by "motor on top"?
I built that big robot on that TV show that time


Offline russian roulette

  • *
  • Posts: 1770
  • Rep: 1
  • What year is it?!?!?
    • View Profile
    • Awards
Re: Enabling Attachment Points
« Reply #3 on: December 23, 2011, 10:31:17 PM »
It isn't a problem with the position of the attachment point or even finding one for that matter. Some attachment points that may be useful cannot be used on any extender. (I'll get into detail tomorrow, it is kind of difficult to explain typing on a smartphone)

Offline Somebody

  • *
  • Posts: 7201
  • Rep: 13
  • CP: +2
    • View Profile
    • Awards
Re: Enabling Attachment Points
« Reply #4 on: December 23, 2011, 10:33:06 PM »
Ohhhh the IRL bots.
I built that big robot on that TV show that time


Offline russian roulette

  • *
  • Posts: 1770
  • Rep: 1
  • What year is it?!?!?
    • View Profile
    • Awards
Re: Enabling Attachment Points
« Reply #5 on: December 23, 2011, 10:34:20 PM »

Offline Clickbeetle

  • *
  • Posts: 3375
  • Rep: 21
  • In Soviet Russia, bugs stomp YOU!
  • Awards BOTM Winner
    • View Profile
    • Beetle Bros site
    • Awards
Re: Enabling Attachment Points
« Reply #6 on: December 24, 2011, 01:50:17 AM »
Oh you mean like how you can't put hex plates on a Magmotor, or attach extenders to the sides of motors?
 
That requires editing the gmf.  At the end of the attachment point, there's a line that says
 
Attach type = Generic_F, Generic_M, Axle_F, Axle_M
 
If it doesn't have all four of those attach types, it will be limited in some way.  For example, if you have Generic_F but not Generic_M, you can use that point to attach the component with, but you can't attach anything else on to it.
 
To "enable" all attach points, as you put it, just give them all of those attach types.  However, keep in mind that doing so is cheating for standard bot building.
 
There's also Base_F and Base_M, which controls attaching to the baseplate.

To lack feeling is to be dead, but to act on every feeling is to be a child.
-Brandon Sanderson, The Way of Kings

Offline russian roulette

  • *
  • Posts: 1770
  • Rep: 1
  • What year is it?!?!?
    • View Profile
    • Awards
Re: Enabling Attachment Points
« Reply #7 on: December 24, 2011, 08:20:57 AM »
Okay, that seems easy enough.