tinter 184 Posted August 16, 2021 If you have objects, like furniture in a building that you want to move to another building, you might run into problems with objects ending up being offset and being oriented weird. I've spent quite a while on this problem and with the help of a scripter named Nigel, we found the solution. For visibility I'm making a post here so anyone searching for it might stumble onto the solution. tint_fnc_getRelPosAndOrientation = { param["_objA", "_objB"]; _pos = getPosWorld _objA; if (!(surfaceIsWater _pos)) then { _pos = ASLToATL _pos; }; _relativePos = _objB worldToModel _pos; _relativeOrientation = ([_objA, _objB] call BIS_fnc_vectorDirAndUpRelative); [_relativePos, _relativeOrientation] }; tint_fnc_setRelPosAndOrientation = { param["_objA", "_objB", "_relPosAndOrientation"]; _relPos = _relPosAndOrientation#0; _relOrientation = _relPosAndOrientation#1; _relDir = _relOrientation#0; _relUp = _relOrientation#1; _objA setVectorDirAndUp [_objB vectorModelToWorld _relDir, _objB vectorModelToWorld _relUp]; _objA setPosWorld (_objB modelToWorldWorld _relPos); }; I've made an issue about whether these functions would be a good fit for CBA, but it has stagnated https://github.com/CBATeam/CBA_A3/issues/1353 As a sidenote, if working specifically with houses, it might help to take the bounding center into account, since some houses that should be the same seem to have a slightly offset origin, you can see an example here https://github.com/Tinter/Tinter-Furniture/blob/master/furniture/functions/fn_dressUp.sqf#L62 4 Share this post Link to post Share on other sites