pSiKO 124 Posted December 29, 2021 Hi everyone, Is it possible to empty the contents of a backpack into a container (box)? _pos = getPosATL player; _box = createVehicle ["Land_PlasticCase_01_small_black_F", _pos, [], 0, "CAN_COLLIDE"]; _box addBackpackCargo ["B_Kitbag_rgr_Exp",1]; // at this point the backpack is placed in the container, but the backpack is full of items (toolbox, detector and mines) _backpack = firstBackpack _box; clearItemCargo _backpack; // at this point only the toolbox and the detector are removed from the backpack in the container but the mines are still present I can't go any further ... I try with clearBackpackCargo, clearAllItemsFromBackpack, almost everything in https://community.bistudio.com/wiki/Category:Command_Group:_Containers. without luck 😞 clearAllItemsFromBackpack seems like the right solution, but it doesn't work when the backpack is in a container ?? Thanks for your help Happy holiday Share this post Link to post Share on other sites
Schatten 290 Posted December 29, 2021 3 hours ago, pSiKO said: Is it possible to empty the contents of a backpack into a container (box)? Yes, _backpack = firstBackpack _box; clearWeaponCargoGlobal _backpack; clearMagazineCargoGlobal _backpack; clearItemCargoGlobal _backpack; 2 1 Share this post Link to post Share on other sites
Harzach 2518 Posted December 29, 2021 You might also want to spawn the crate just in front of the player, rather than inside their footprint, and remove the collision allowance so it doesn't end up inside a wall or rock. _dir = getDir player; _pos = player getPos [2,_dir]; _box = createVehicle ["Land_PlasticCase_01_small_black_F", _pos, [], 0, "NONE"]; _box setDir _dir + 90; _box addBackpackCargo ["B_Kitbag_rgr_Exp",1]; _backpack = firstBackpack _box; clearWeaponCargoGlobal _backpack; clearMagazineCargoGlobal _backpack; clearItemCargoGlobal _backpack; In which case you could use the faster main syntax for createVehicle, though the performance gain for one spawn would be meaningless. 2 Share this post Link to post Share on other sites
pSiKO 124 Posted December 30, 2021 hi, Thank you very much Mr Santa Claus !! you both really make my day 🙂 thanks to you, here is the script to create a grave plus a box containing the player stuff weapons are equipped with attachment I do not use the global version deliberately (my needs) feel free to add Global call //(bla, bla, trigger) _unit = player; _pos = _unit getRelPos [3, 0]; // create grave _grave = "Land_Grave_rocks_F" createVehicle _pos; _grave enableSimulationGlobal false; // create grave box _grave_dir = getDir _grave; _grave_box_pos = (getposASL _grave) vectorAdd ([[-1.8, 0, 0], -_grave_dir] call BIS_fnc_rotateVector2D); _grave_box = "Land_PlasticCase_01_small_black_F" createVehicle _grave_box_pos; _grave_box setPosASL _grave_box_pos; _grave_box setDir _grave_dir; // clear box clearWeaponCargo _grave_box; clearMagazineCargo _grave_box; clearItemCargo _grave_box; clearBackpackCargo _grave_box; // store player stuff in the box // uniform if (uniform _unit != "") then { _grave_box addItemCargo [(uniform _unit), 1]; _uniform = (everyContainer _grave_box) select (count everyContainer _grave_box) - 1 select 1; {_uniform addItemCargo [_x, 1]} forEach (uniformItems _unit); }; // vest if (vest _unit != "") then { _grave_box addItemCargo [(vest _unit), 1]; _vest = (everyContainer _grave_box) select (count everyContainer _grave_box) - 1 select 1; {_vest addItemCargo [_x, 1]} forEach (vestItems _unit); }; _grave_box addItemCargo [(headgear _unit), 1]; // weapons + attachment {_grave_box addWeaponWithAttachmentsCargo [_x, 1]} forEach weaponsItems _unit; //{_grave_box addItemCargo [_x, 1]} forEach (assignedItems _unit); // backpack if (backpack _unit != "") then { _grave_box addBackpackCargo [(Backpack _unit), 1]; _backpack = firstBackpack _grave_box; clearItemCargo _backpack; clearWeaponCargo _backpack; clearMagazineCargo _backpack; clearItemCargo _backpack; {_backpack addItemCargo [_x, 1]} forEach (backpackItems _unit); }; so far so good, all player stuff is in the box, like it was put by hand Thanks Share this post Link to post Share on other sites