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Gluing objects to terrain

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Hi

is it somehow possible to glue objects to terrain so they wont flip over on hills? I spawn some stuff from composition and satellite dish or static weapons tend to flip over

 

thx!

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Maybe putting this in the object's init might help.  Will align object with surface slant.

this setVectorUp surfaceNormal position this;

Or, if the objects are just for eye candy, you could disable simulation on them:

this enableSimulation false;

Or, you can place as small object that won't fall over like a screwdriver object, then attach your larger object to the screwdriver.

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@johnnyboy Thanks for those two commands, I used them both to make the object stick on the terrain. Looks bit funny to have the objects hang on mountain but I guess you cant have everything 🙂

What about static weapons, can AI use them if their simulation is disabled?

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You can use the attachto with another object and hide the first object after.

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What about static weapons, can AI use them if their simulation is disabled?

 

I believe so yes because there are scripts which attack turrets on vehicles and they still work. 

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5 minutes ago, JohnKalo said:

I believe so yes because there are scripts which attack turrets on vehicles and they still work. 

 

I just tested this by placing turret with gunner in the editor and disabled the simulation of the turret (enableSimulation) and the gunner did not shoot nor could be killed.

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9 minutes ago, JohnKalo said:

 

I believe so yes because there are scripts which attack turrets on vehicles and they still work. 

That is true.  I have attached turrets to vehicles, and they still work.  I did this in JBOY_LongBoat.

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Does anyone know how to check if the angle of the slope is too great for object placing?

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20 minutes ago, gc8 said:

how to check if the angle of the slope is too great for object placing? 

 

You can add to check the position before spawning with

https://community.bistudio.com/wiki/isFlatEmpty

and

https://community.bistudio.com/wiki/BIS_fnc_findSafePos

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Have you tried Bob setVectorUp [0,0,0]; or Bob setVectorUp [0,0,1];

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2 hours ago, phronk said:

Have you tried Bob setVectorUp [0,0,0]; or Bob setVectorUp [0,0,1];

 

Yup, post #2

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