bumyplum 10 Posted February 19, 2019 I'm attempting to place a players backpack on the ground with the items content still in it, how ever i'm unable to make the backpack place on the ground, this is the script im attempting to use _holder = createVehicle ["GroundWeaponHolder", getPosATL player, [], 0, "CAN_COLLIDE"]; _ContainerV = backpack player; _holder addItemCargoGlobal [_ContainerV, 1]; Any input would be helpful, thanks. Share this post Link to post Share on other sites
Dedmen 2581 Posted February 19, 2019 2 hours ago, bumyplum said: addItemCargoGlobal A backpack is not an item.https://community.bistudio.com/wiki/addBackpackCargoGlobal Also that won't keep the content. If you want to keep the content then use https://community.bistudio.com/wiki/action To make the player drop his backpack. 1 Share this post Link to post Share on other sites
bumyplum 10 Posted February 19, 2019 1 hour ago, Dedmen said: A backpack is not an item.https://community.bistudio.com/wiki/addBackpackCargoGlobal Also that won't keep the content. If you want to keep the content then use https://community.bistudio.com/wiki/action To make the player drop his backpack. 1 _holder = createVehicle ["GroundWeaponHolder", getPosATL player, [], 0, "CAN_COLLIDE"]; _ContainerV = Vest player; _holder addItemCargoGlobal [_ContainerV, 1]; _droppedContainer = (((everyContainer _holder) select 0) select 1); {_droppedContainer addItemCargoGlobal [_x, 1];}forEach (VestItems player); Thats the whole script. is there no way to do it with a backpack then Share this post Link to post Share on other sites
killzone_kid 1326 Posted February 19, 2019 14 minutes ago, bumyplum said: is there no way to do it with a backpack then As Dedmen already explained it I will repeat what he said: Use addBackpackCargoGlobal instead of addItemCargoGlobal as backpack is not an item change vestItems to backpackItems naturally Share this post Link to post Share on other sites
pierremgi 4736 Posted February 19, 2019 4 hours ago, bumyplum said: I'm attempting to place a players backpack on the ground with the items content still in it, how ever i'm unable to make the backpack place on the ground, this is the script im attempting to use Any input would be helpful, thanks. If I'm right, you don't want to create the backpack, but just drop it. You could use the dropBag action and follow the example here. 1 Share this post Link to post Share on other sites
bumyplum 10 Posted February 19, 2019 _holder = createVehicle ["GroundWeaponHolder", getPosATL player, [], 0, "CAN_COLLIDE"]; _ContainerB = backpack player; _holder addBackpackCargoGlobal [_ContainerB, 1]; _droppedContainer = (((everyContainer _holder) select 0) select 1); {_droppedContainer addItemCargoGlobal [_x, 1];}forEach (backpackItems player); ------------------------- Works Share this post Link to post Share on other sites
pierremgi 4736 Posted February 19, 2019 _gwh = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; player action ["DropBag", _gwh, typeOf unitBackpack player]; If you don't want to multiply backpack and play the drop anim. 2 Share this post Link to post Share on other sites
bumyplum 10 Posted February 20, 2019 3 hours ago, pierremgi said: _gwh = createVehicle ["Weapon_Empty", getPosATL player, [], 0, "CAN_COLLIDE"]; player action ["DropBag", _gwh, typeOf unitBackpack player]; If you don't want to multiply backpack and play the drop anim. How would i place all the attach ments of a weapon on the floor but not the weapon using a script Share this post Link to post Share on other sites
pierremgi 4736 Posted February 20, 2019 Code is slightly different. Something like: _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; player action ["DropBag", _gwh, typeOf unitBackpack player]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; call { if (currentWeapon player == primaryWeapon player) exitWith {removeAllPrimaryWeaponItems player}; if (currentWeapon player == HandGunWeapon player) exitWith {removeAllHandGunItems player}; }; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; 2 Share this post Link to post Share on other sites
bumyplum 10 Posted February 20, 2019 14 minutes ago, pierremgi said: Code is slightly different. Something like: _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; player action ["DropBag", _gwh, typeOf unitBackpack player]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; call { if (currentWeapon player == primaryWeapon player) exitWith {removeAllPrimaryWeaponItems player}; if (currentWeapon player == HandGunWeapon player) exitWith {removeAllHandGunItems player}; }; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; Why when i use this script does it not remove the uniform at the end etc _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; removeuniform player; removevest player; removebackpack player; removeheadgear player; removeAllAssignedItems player; removegoggles player; removeallweapons player; Share this post Link to post Share on other sites
pierremgi 4736 Posted February 20, 2019 7 minutes ago, bumyplum said: Why when i use this script does it not remove the uniform at the end etc _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; removeuniform player; removevest player; removebackpack player; removeheadgear player; removeAllAssignedItems player; removegoggles player; removeallweapons player; You are speaking about backpack, then items on weapon.. now uniform? What is your goal exactly. I'm confused. Share this post Link to post Share on other sites
bumyplum 10 Posted February 20, 2019 12 minutes ago, pierremgi said: You are speaking about backpack, then items on weapon.. now uniform? What is your goal exactly. I'm confused. My objective is to remove all of the items of a player and place them on the floor as if your stripping their load out. _WeaponP = primaryweapon Player; _holder addItemCargoGlobal [_WeaponP, 1]; is what i'm using to spawn the weapon on the weapon holder however it doesn't save the attachments so i was going to make it put the attachments on the floor separately Share this post Link to post Share on other sites
Dedmen 2581 Posted February 20, 2019 6 hours ago, bumyplum said: is what i'm using to spawn the weapon on the weapon holder however it doesn't save the attachments so i was going to make it put the attachments on the floor separately 13 hours ago, Dedmen said: If you want to keep the content then use https://community.bistudio.com/wiki/action What you are trying to do is telling the player to drop all his items. Why do you delete and re-spawn the same items instead of just telling the player to drop all his items? https://community.bistudio.com/wiki/action/Arma_3_Actions_List#DropWeapon https://community.bistudio.com/wiki/action/Arma_3_Actions_List#DropBag Vest and Uniform might be a little more work if you wanna drop these too. 1 Share this post Link to post Share on other sites
bumyplum 10 Posted February 20, 2019 14 minutes ago, Dedmen said: What you are trying to do is telling the player to drop all his items. Why do you delete and re-spawn the same items instead of just telling the player to drop all his items? https://community.bistudio.com/wiki/action/Arma_3_Actions_List#DropWeapon https://community.bistudio.com/wiki/action/Arma_3_Actions_List#DropBag Vest and Uniform might be a little more work if you wanna drop these too. The players items who are being dropped would be in restraints, i've got everything else to work how ever the attachments don't drop correctly Share this post Link to post Share on other sites
bumyplum 10 Posted February 22, 2019 On 2/20/2019 at 10:09 AM, Dedmen said: What you are trying to do is telling the player to drop all his items. Why do you delete and re-spawn the same items instead of just telling the player to drop all his items? https://community.bistudio.com/wiki/action/Arma_3_Actions_List#DropWeapon https://community.bistudio.com/wiki/action/Arma_3_Actions_List#DropBag Vest and Uniform might be a little more work if you wanna drop these too. Are you able to explain to me why this snippet of code breaks the rest of my script _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; Share this post Link to post Share on other sites
pierremgi 4736 Posted February 22, 2019 Break what??? 0 = [] spawn { _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; player action ["DropWeapon", _gwh, currentWeapon player]; player action ["DropBag", _gwh, typeOf unitBackpack player]; }; Note: The 2 lines with _currentWItems are useless with dropWeapon action (at least in Vanilla). Share this post Link to post Share on other sites
bumyplum 10 Posted February 22, 2019 34 minutes ago, pierremgi said: Break what??? 0 = [] spawn { _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; player action ["DropWeapon", _gwh, currentWeapon player]; player action ["DropBag", _gwh, typeOf unitBackpack player]; }; Note: The 2 lines with _currentWItems are useless with dropWeapon action (at least in Vanilla). Thanks for the help Share this post Link to post Share on other sites