Alert23 215 Posted February 17, 2021 Hi all, i want to attach a lightpoint the weapon of the player and make it move with the gun movement but unfortunatly it dosent move the with gun movement. _flashlight = "Reflector_Cone_01_Long_white_F" createVehicle [0,0,0]; _flashlight attachTo [player, [0.1,0,0], "proxy:\a3\characters_f\proxies\pistol.001"]; addMissionEventHandler ["EachFrame", { _flashlight setVectorDirAndUp [ (player selectionPosition "nabojnicestart") vectorFromTo (player selectionPosition "zamerny"), [0,0,1] ]; }]; can someone please help 😃 i have the code from here Share this post Link to post Share on other sites
stburr91 1010 Posted February 17, 2021 I don't believe you can attach something to the weapon. A work around that some people have used is to attach it to the player's wrist. This option isn't perfect, but you can play around with it, and see how it works for what you want to do. Share this post Link to post Share on other sites
Alert23 215 Posted February 17, 2021 21 minutes ago, stburr91 said: I don't believe you can attach something to the weapon. A work around that some people have used is to attach it to the player's wrist. This option isn't perfect, but you can play around with it, and see how it works for what you want to do. Actually you can.. Just test it _object attachTo [player, [0,0,0], "proxy:\a3\characters_f\proxies\pistol.001"]; but my question is how to make the attached object face the weapondirection. Simulating a flashlight. ps. They added allot of "new" selectionPositions Share this post Link to post Share on other sites
pierremgi 4906 Posted February 18, 2021 Try that (you need to add a switch on/off and a condition for handGun): player setVariable ["MGIflLite","Reflector_Cone_01_Long_white_F" createVehicle [0,0,0]]; (player getVariable "MGIflLite") attachTo [player, [0.1,0,0], "proxy:\a3\characters_f\proxies\pistol.001"]; addMissionEventHandler ["EachFrame", { _wpnVecDir = player weaponDirection currentWeapon player; _p = asin (_wpnVecDir #2); _dir = (((_wpnVecDir #0) atan2 (_wpnVecDir #1)) + 360) mod 360; (player getVariable "MGIflLite") setVectorDirAndUp [ [0,1,_wpnVecDir #2],[[0, -sin _p, cos _p], - _dir] call BIS_fnc_rotateVector2D]; }]; 2 1 Share this post Link to post Share on other sites
Alert23 215 Posted February 18, 2021 this works very good thank you! with this you can also create a gun-cam Spoiler player addWeapon "sgun_HunterShotgun_01_F"; player addPrimaryWeaponItem "2Rnd_12Gauge_Pellets"; for "_i" from 1 to 3 do {player addItemToUniform "2Rnd_12Gauge_Pellets";}; player setVariable ["MGIflLite","Land_HandyCam_F" createVehicle [0,0,0]]; (player getVariable "MGIflLite") attachTo [player, [0.127, 0, 0.08], "proxy:\a3\characters_f\proxies\weapon.001"]; (player getVariable "MGIflLite") hideObject true; (player getVariable "MGIflLite") switchCamera "Internal"; addMissionEventHandler ["EachFrame", { _wpnVecDir = player weaponDirection currentWeapon player; _p = asin (_wpnVecDir #2); _dir = (((_wpnVecDir #0) atan2 (_wpnVecDir #1)) + 360) mod 360; (player getVariable "MGIflLite") setVectorDirAndUp [ [0,1,_wpnVecDir #2],[[0, -sin _p, cos _p], - _dir] call BIS_fnc_rotateVector2D]; }]; findDisplay 46 displayAddEventHandler ["MouseButtonDown", { if (_this select 1 == 0) then { player forceWeaponFire [currentMuzzle player, currentWeaponMode player]; }; false }]; findDisplay 46 displayAddEventHandler ["KeyDown", { if (_this select 1 in actionKeys "ReloadMagazine") then { reload player; }; false }]; 1 Share this post Link to post Share on other sites