Doggifast 2 Posted December 1, 2022 What i need: an object (like a rugged case) following a human spine like it's a backpack. What i have: //On start i attach the object to the human with [box, man] call BIS_fnc_AttachToRelative; //Then i use the following code for the object to follow the vectors of the spine: [] spawn { while {alive man} do { box setVectorDirAndUp (man selectionVectorDirAndUp ["spine1", "HitPoints"]); }; }; It follows the vectors, but when i look down or up, it still clips into the body, since it's still relatively attached and not to the person itself. Please help I can post a video on how i made it if more explanation is needed Share this post Link to post Share on other sites
Ibragim A 163 Posted December 1, 2022 Try to play with numbers in this code: box attachTo [man, [-0.1,-0.13,+0.1], "pelvis", true]; See attachTo main syntax. Share this post Link to post Share on other sites
Doggifast 2 Posted December 1, 2022 Just now, Ibragim A said: Try to play with numbers in this code: box attachTo [man, [-0.1,-0.13,+0.1], "pelvis", true]; this code only attaches the box to the man. the box remains static, it doesn't follow the rotation of the spine. the code that i attached does,.. but it doesn't update it's position relative to the spine. it basically still floats there attached, now only following the rotation basically i want it to act like a backpack without stealing BI assets and adding the backpack into the game I'm looking to make it like a carrying system (maybe like in Payday 2?) where you can literally steal a thing and put it on your back or anywhere else Share this post Link to post Share on other sites
Ibragim A 163 Posted December 1, 2022 See attachTo main syntax followBoneRotation argument and set it to true. Share this post Link to post Share on other sites
Doggifast 2 Posted December 1, 2022 1 minute ago, Ibragim A said: See attachTo main syntax followBoneRotation argument and set it to true. Hm. Maybe i missed something and overthinking this. Give me a minute Share this post Link to post Share on other sites
Harzach 2517 Posted December 1, 2022 I attached a Rugged Portable Lamp (Land_PortableLight_02_folded_sand_F): box1 attachTo [man1, [0,-0.25,0], "spine3", true]; Use "spine3." That particular type of object works well in this situation, other types of objects will probably require a setVectorDirAndUp. See example 4 on the attachTo page. 1 Share this post Link to post Share on other sites
Doggifast 2 Posted December 1, 2022 3 minutes ago, Harzach said: I attached a Rugged Portable Lamp (Land_PortableLight_02_folded_sand_F): box1 attachTo [man1, [0,-0.25,0], "spine3", true]; Use "spine3" It works, jesus it was so easy. Thank you so much 1 Share this post Link to post Share on other sites