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Found 1 result

  1. Drop uniform, vest and backpack not showing in Inventory - Ground list the Uniform, vest and backpack are not showing in the Inventory - Ground List. to view the Uniform or Vest or Backpack in inventory, you need to target it specifically. need help. comparison: if you equip the Uniform, vest , backpack from the dead, then drop them on the ground, all of them will show in the Inventory -Ground List. //target dead body _dude = cursorTarget; _ibox = "GroundWeaponHolder"; sleep .5; //drop uniform, vest, backpack on ground //UNIFORM ================================================================================= //get units container type you want to drop _uniformcontainer = uniform _dude; if (!(_uniformcontainer isEqualTo "") || !(isNil "_uniformcontainer")) then { //create a weaponHolder at the units position //_holder = createVehicle ["GroundWeaponHolder", getPosATL _dudenewPos, [], 0, "CAN_COLLIDE"]; _uniformholder = createVehicle [_ibox, _dude modelToWorld [0,0.8,0], [], 0.1, "CAN_COLLIDE"]; _uniformholder disableCollisionWith _dude; //_uniformholder setPos [(getPos _uniformholder select 0),(getPos _uniformholder select 1),0.01]; //_uniformholder setDir round(random 360); // random direction of weapon holder //add it to the holder _uniformholder addItemCargoGlobal [_uniformcontainer, 1]; //use everyContianer on the holder to get a reference to the container _uniformdroppedContainer = (((everyContainer _uniformholder) select 0) select 1); //iterate through units container e.g uniformItems { //add each one to the reference _uniformdroppedContainer addItemCargoGlobal [_x, 1]; }forEach (uniformItems _dude); //remove the unit container removeUniform _dude; }; sleep .5; //Vest======================================================================================= //get units container type you want to drop _vestcontainer = vest _dude; if (!(_vestcontainer isEqualTo "") || !(isNil "_vestcontainer")) then { //create a weaponHolder at the units position //_holder = createVehicle ["GroundWeaponHolder", getPosATL _dudenewPos, [], 0, "NONE"]; _vestholder = createVehicle [_ibox, _dude modelToWorld [0,0.8,0], [], 0.2, "CAN_COLLIDE"]; _vestholder disableCollisionWith _dude; //_vestholder setPos [(getPos _vestholder select 0),(getPos _vestholder select 1),0.02]; //_vestholder setDir round(random 360); // random direction of weapon holder //add it to the holder _vestholder addItemCargoGlobal [_vestcontainer, 1]; //use everyContianer on the holder to get a reference to the container _vestdroppedContainer = (((everyContainer _vestholder) select 0) select 1); //iterate through units container e.g uniformItems { //add each one to the reference _vestdroppedContainer addItemCargoGlobal [_x, 1]; }forEach (vestItems _dude); //remove the unit container removevest _dude; }; sleep .5; //backpack======================================================================================= //get units container type you want to drop _backpackcontainer = backpack _dude; if (!(_backpackcontainer isEqualTo "") || !(isNil "_backpackcontainer")) then { //create a weaponHolder at the units position //_holder = createVehicle ["GroundWeaponHolder", getPosATL _dudenewPos, [], 0, "NONE"]; _backpackholder = createVehicle [_ibox, _dude modelToWorld [0,0.8,0], [], 0.3, "CAN_COLLIDE"]; _backpackholder disableCollisionWith _dude; //_backpackholder setPos [(getPos _backpackholder select 0),(getPos _backpackholder select 1),0.03]; //_backpackholder setDir round(random 360); // random direction of weapon holder //add it to the holder _backpackholder addBackpackCargoGlobal [_backpackcontainer, 1]; //use everyContianer on the holder to get a reference to the container _backpackdroppedContainer = (((everyContainer _backpackholder) select 0) select 1); //iterate through units container e.g uniformItems { //add each one to the reference _backpackdroppedContainer addBackpackCargoGlobal [_x, 1]; }forEach (backpackItems _dude); //remove the unit container removebackpack _dude; }; ==== ==== Thank you to OP, Orig Code from
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