$upaxis Y $modelname "" $surfaceprop "default" // This will add the contents of a separate file called "ward_name_hitbox.qci" to the compile process. Theres info on how to create a hitbox.qci on the dev wiki //$include ward_name_hitbox.qci // This attachment is required. In this case, you should replace "ward_eye" with the name of an appropriate bone from your skeleton $attachment "attach_hitloc" "" 0.00 0.00 0.00 rotate 0.00 0.00 0.00 $bodygroup "default" { studio "" } $sequence ref "" $sequence ward_idle "" loop ACT_DOTA_IDLE 1 $sequence ward_idle_alt "" loop ACT_DOTA_IDLE_RARE 1 $sequence ward_spawn "" ACT_DOTA_SPAWN 1 $sequence ward_death "" ACT_DOTA_DIE 1 $sequence portrait_idle "" ACT_DOTA_CAPTURE 3 $sequence portrait_idle "" ACT_DOTA_CAPTURE 3 $sequence portrait_idle_alt "" ACT_DOTA_CAPTURE 1 $sequence portrait_idle_alt "" ACT_DOTA_CAPTURE 1 // These are a good start on hitboxes but assume that the root bone is located at the origin. // It's likely you will need to point the hitboxes at a different bone name // // $hboxset "default" // $hboxset "select_high" // $hbox 0 "ward_root" -0.00 -18.78 -22.44 119.67 19.69 14.17 // $hboxset "select_low" // $hbox 0 "ward_root" 4.38 -47.50 -46.58 115.28 48.41 45.56 $skinnedlods