Chessmaster 0 Posted July 13, 2017 Hello! I'm quite new to this and I was wondering how I could make items & weapons without interaction? I was browsing the forum and I did come across this code: lwh = "Library_WeaponHolder" createVehicle position this; lwh addWeaponCargoGlobal ["arifle_katiba_f", 1]; lwh enableSimulation false; lwh setPos (this modelToWorld [0, 0, 0.5]); lwh setdamage 1; lwh setvectorup [0,-1,0.01]; deleteVehicle this; After tinkering around with it, I have had trouble with the rotation. I would like to place items & weapons as if they're on show. Any ideas? Please make this as noob friendly as possible! Thanks! Share this post Link to post Share on other sites
7erra 629 Posted July 14, 2017 The setvectorup command is a bit hard to understand (at least for me). I prefer to use BIS_fnc_setPitchBank to rotate an object. So instead of your code I'd use: lwh = "Library_WeaponHolder" createVehicle position this; lwh addWeaponCargoGlobal ["arifle_katiba_f", 1]; lwh enableSimulation false; lwh setPos (this modelToWorld [0, 0, 0.5]); lwh setdamage 1; [lwh, 45, -45] call BIS_fnc_setPitchBank; deleteVehicle this; and change 45 and -45 to your needs. Share this post Link to post Share on other sites
das attorney 858 Posted July 14, 2017 Instead of spawning a weaponholder and adding a gun to it, then disabling the interaction, use the static props for weapons available in the editor _gun = createVehicle ["Weapon_arifle_Katiba_F",position player,[],0,"can_collide"]; // positioning stuff here Share this post Link to post Share on other sites
Chessmaster 0 Posted July 16, 2017 On 7/14/2017 at 5:06 PM, 7erra said: The setvectorup command is a bit hard to understand (at least for me). I prefer to use BIS_fnc_setPitchBank to rotate an object. So instead of your code I'd use: lwh = "Library_WeaponHolder" createVehicle position this; lwh addWeaponCargoGlobal ["arifle_katiba_f", 1]; lwh enableSimulation false; lwh setPos (this modelToWorld [0, 0, 0.5]); lwh setdamage 1; [lwh, 45, -45] call BIS_fnc_setPitchBank; deleteVehicle this; and change 45 and -45 to your needs. This helps somewhat but I am after rotation of an item say if it was placed on a table for display purposes. Is there a code for that? Share this post Link to post Share on other sites
7erra 629 Posted July 16, 2017 if you want to RETURN the rotation then you can use either BIS_fnc_getPitchBank or vectorDir and vectorUp. Share this post Link to post Share on other sites
Chessmaster 0 Posted July 16, 2017 So [lwh, 45, -45] call BIS_fnc_getPitchBank;? Share this post Link to post Share on other sites
7erra 629 Posted July 16, 2017 Use the command that @das attorney recommended: On 14.7.2017 at 6:39 PM, das attorney said: Instead of spawning a weaponholder and adding a gun to it, then disabling the interaction, use the static props for weapons available in the editor _gun = createVehicle ["Weapon_arifle_Katiba_F",position player,[],0,"can_collide"]; // positioning stuff here [_gun, -45, 45] call BIS_fnc_setPitchBank; Share this post Link to post Share on other sites
Chessmaster 0 Posted July 16, 2017 9 minutes ago, 7erra said: Use the command that @das attorney recommended: Okay, just copied the code to the init and it returned with the error "Local variable in global space" I removed the "// Positioning..." Share this post Link to post Share on other sites
7erra 629 Posted July 16, 2017 Does the gun already exist (placed in editor)? If so then you'll have to use this instead of _gun. And only put this in the init: [this, -45, 45] call BIS_fnc_setPitchBank; Share this post Link to post Share on other sites
Chessmaster 0 Posted July 16, 2017 2 hours ago, 7erra said: Does the gun already exist (placed in editor)? If so then you'll have to use this instead of _gun. And only put this in the init: [this, -45, 45] call BIS_fnc_setPitchBank; Ngl, none of this is working for me :( I have no idea how to position the item properly on the table without it being interactive. Here is an image to see where I am coming from: When testing, with the code, all items turn a different direction. Edit: Cracked it! Thanks guys! Share this post Link to post Share on other sites