maverickzer0 18 Posted October 17, 2022 I've been trying to get a backpack in the 3DEN editor to float in the air like you can most other objects. As I understand it, backpacks are exempt from this as they are not handled like other physics objects and therefore just spawn on the ground. All I need it for is a screenshot, I don't need the backpack to be interactable nor do I need it to move, just to stay in place and not drop to the floor. I've attempted to use the attachTo command and the attatchToRelative as well as converting a simple object like a cone into a backpack - which worked - but still ended up with the backpack spawning on the ground. Any help would be appreciated. Share this post Link to post Share on other sites
Harzach 2517 Posted October 18, 2022 Backpacks work differently. You need to move the objectParent rather than the backpack. 1 Share this post Link to post Share on other sites
Larrow 2821 Posted October 18, 2022 Just spawn it as a simple object using the backpack's model... Spoiler TAG_fnc_displayBackpack = { params[ [ "_backpackType", objNull, [ objNull, "", configFile ] ] ]; if ( _backpackType isEqualType objNull && { isNull _backpackType } ) exitWith{ objNull }; if ( _backpackType isEqualType objNull ) then { _backpackType = typeOf _backpackType; }; if ( _backpackType isEqualType "" ) then { _backpackType = configFile >> "CfgVehicles" >> _backpackType; }; if !( isClass( _backpackType ) ) exitWith{ objNull }; private _model = getText( _backpackType >> "model" ); if ( _model select[ 0, 1 ] == "\" ) then { _model = _model select[ 1, count _model ]; }; private _eyeHeight = ASLToAGL( eyePos player ) select 2; private _pos = AGLToASL( player getPos[ 4, getDir player ] vectorAdd[ 0, 0, _eyeHeight ] ); private _object = createSimpleObject[ _model, _pos, true ]; _object setDir ( _object getDir player ); _object }; backpack player call TAG_fnc_displayBackpack; Or line up a nice shot of the players backpack in the editor, using the arsenal sphere as a backdrop. Spoiler TAG_fnc_displayBackpack = { params[ [ "_backpackType", objNull, [ objNull, "", configFile ] ] ]; if ( _backpackType isEqualType objNull && { isNull _backpackType } ) exitWith{ objNull }; if ( _backpackType isEqualType objNull ) then { _backpackType = typeOf _backpackType; }; if ( _backpackType isEqualType "" ) then { _backpackType = configFile >> "CfgVehicles" >> _backpackType; }; if !( isClass( _backpackType ) ) exitWith{ objNull }; private _centerPos = [0,0,10]; private _sphere = createVehicle[ "Sphere_3DEN", _centerPos, [], 0, "NONE" ]; _sphere setDir 0; _sphere setPosASL _centerPos; _sphere setObjectTexture [0,"#(argb,8,8,3)color(0.93,1.0,0.98,0.028,co)"]; _sphere setObjectTexture [1,"#(argb,8,8,3)color(0.93,1.0,0.98,0.028,co)"]; private _model = getText( _backpackType >> "model" ); if ( _model select[ 0, 1 ] == "\" ) then { _model = _model select[ 1, count _model ]; }; private _object = createSimpleObject[ _model, _centerPos vectorAdd[0,0,5], true ]; boundingBoxReal _object params[ "_mins", "_maxs" ]; private _backpackCenter = ( _maxs select 2 - ( _mins select 2 )) / 2; _camera = get3DENCamera; _camera setPosATL ( _object modelToWorldVisual[ 0, 1.5, _backpackCenter ] ); _camera setDir 180; //screenshot format[ "backpacks\%1.png", configName _backpackType ]; _object }; backpack player call TAG_fnc_displayBackpack; Or there is also Eden Editor: Configuring Asset Previews that could be useful. 3 Share this post Link to post Share on other sites
maverickzer0 18 Posted October 19, 2022 On 10/18/2022 at 2:05 AM, Harzach said: Backpacks work differently. You need to move the objectParent rather than the backpack. On 10/18/2022 at 2:13 AM, Larrow said: Just spawn it as a simple object using the backpack's model... Hide contents TAG_fnc_displayBackpack = { params[ [ "_backpackType", objNull, [ objNull, "", configFile ] ] ]; if ( _backpackType isEqualType objNull && { isNull _backpackType } ) exitWith{ objNull }; if ( _backpackType isEqualType objNull ) then { _backpackType = typeOf _backpackType; }; if ( _backpackType isEqualType "" ) then { _backpackType = configFile >> "CfgVehicles" >> _backpackType; }; if !( isClass( _backpackType ) ) exitWith{ objNull }; private _model = getText( _backpackType >> "model" ); if ( _model select[ 0, 1 ] == "\" ) then { _model = _model select[ 1, count _model ]; }; private _eyeHeight = ASLToAGL( eyePos player ) select 2; private _pos = AGLToASL( player getPos[ 4, getDir player ] vectorAdd[ 0, 0, _eyeHeight ] ); private _object = createSimpleObject[ _model, _pos, true ]; _object setDir ( _object getDir player ); _object }; backpack player call TAG_fnc_displayBackpack; Or line up a nice shot of the players backpack in the editor, using the arsenal sphere as a backdrop. Reveal hidden contents TAG_fnc_displayBackpack = { params[ [ "_backpackType", objNull, [ objNull, "", configFile ] ] ]; if ( _backpackType isEqualType objNull && { isNull _backpackType } ) exitWith{ objNull }; if ( _backpackType isEqualType objNull ) then { _backpackType = typeOf _backpackType; }; if ( _backpackType isEqualType "" ) then { _backpackType = configFile >> "CfgVehicles" >> _backpackType; }; if !( isClass( _backpackType ) ) exitWith{ objNull }; private _centerPos = [0,0,10]; private _sphere = createVehicle[ "Sphere_3DEN", _centerPos, [], 0, "NONE" ]; _sphere setDir 0; _sphere setPosASL _centerPos; _sphere setObjectTexture [0,"#(argb,8,8,3)color(0.93,1.0,0.98,0.028,co)"]; _sphere setObjectTexture [1,"#(argb,8,8,3)color(0.93,1.0,0.98,0.028,co)"]; private _model = getText( _backpackType >> "model" ); if ( _model select[ 0, 1 ] == "\" ) then { _model = _model select[ 1, count _model ]; }; private _object = createSimpleObject[ _model, _centerPos vectorAdd[0,0,5], true ]; boundingBoxReal _object params[ "_mins", "_maxs" ]; private _backpackCenter = ( _maxs select 2 - ( _mins select 2 )) / 2; _camera = get3DENCamera; _camera setPosATL ( _object modelToWorldVisual[ 0, 1.5, _backpackCenter ] ); _camera setDir 180; //screenshot format[ "backpacks\%1.png", configName _backpackType ]; _object }; backpack player call TAG_fnc_displayBackpack; Or there is also Eden Editor: Configuring Asset Previews that could be useful. Thanks for both the replies, but i found this thread on Reddit which emulated what I wanted pretty much perfectly. Though, on a separate but kind of the same topic, anyone have a list of particle effect class names? I've figured out how to spawn particle effects in but I can't find a list of them anywhere. 2 Share this post Link to post Share on other sites
Harzach 2517 Posted October 19, 2022 3 hours ago, maverickzer0 said: Thanks for both the replies, but i found this thread on Reddit which emulated what I wanted pretty much perfectly. That is functionally the equivalent of @Larrow's first solution above - creating a simple object. Share this post Link to post Share on other sites
Larrow 2821 Posted October 20, 2022 19 hours ago, maverickzer0 said: anyone have a list of particle effect class names See CfgCloudlets in the config viewer. Some particle effects rely on engine parameters so may not spawn properly/look correct. This page may be useful Arma 3: Particle Effects Share this post Link to post Share on other sites