attachTo
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Description
- Description:
- Attaches an object to another object.
- The offset is applied to the object center unless a memory point is provided, in which case the offset will be applied to the memory point position.
- If no offset is specified, the current offset between the two objects will be used.
- Multiplayer:
- Use _attachedObj setPosWorld getPosWorld _attachedObj after setDir to synchronise direction properly over the network (see setDir's page for its MP behaviour).
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object1 attachTo [object2, offset, memPoint, followBoneRotation]
- Parameters:
- object1: Object - object to attach
- object2: Object or Group - object to attach to; if a group is provided, its leader is used
- offset: Array format PositionRelative - (Optional) the position relative to object2's position
- memPoint: String - (Optional) see Selection Translations for czech selections names
- since 2.02
- followBoneRotation: Boolean - (Optional) follows the memory point's rotation (if attached to one)
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- Example 3:
- Automatic offset:
- Example 4:
- To set orientation of attached object use setVectorDirAndUp command:
_expl1 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl1 attachTo [player, [-0.1, 0.1, 0.15], "Pelvis"]; _expl1 setVectorDirAndUp [[0.5, 0.5, 0], [-0.5, 0.5, 0]]; _expl2 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl2 attachTo [player, [0, 0.15, 0.15], "Pelvis"]; _expl2 setVectorDirAndUp [[1, 0, 0], [0, 1, 0]]; _expl3 = "DemoCharge_Remote_Ammo" createVehicle position player; _expl3 attachTo [player, [0.1, 0.1, 0.15], "Pelvis"]; _expl3 setVectorDirAndUp [[0.5, -0.5, 0], [0.5, 0.5, 0]]; - Example 5:
-
_drill attachTo [_worker, [0.0595885,-0.00950365,-0.13495], "RightForeArmRoll", true]; _drill setVectorDirAndUp [[0.536966,-0.00438141,-0.843605],[0.345872,0.913231,0.215406]]; _radio attachTo [_worker, [-0.100003,0.069064,0.153719], "Spine3", true]; _radio setVectorDirAndUp [[-0.144569,-0.48725,0.861354],[0.039712,0.866938,0.497072]];
Additional Information
- See also:
- attachedTo attachedObjects detach getRelPos attachObject attachedObject waypointAttachVehicle waypointAttachedVehicle lightAttachObject triggerAttachVehicle setVectorDir setVectorUp setVectorDirAndUp modelToWorld BIS_fnc_transformVectorDirAndUp
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Sep 17, 2011 - 19:20 (UTC)
-
Some objects you cannot attach anything to. To be more precise, you can attach objects to them, but the behaviour is unexpected. For instance:
You would expect the suitcase to jump to the pivot point of the table, and stick to it.SuitcaseObject attachTo [FoldingTableObject, [0,0,0]];
Instead, the suitcase will freeze in it is original position. Even if the table is moved, the suitcase will be unaffected: it will not follow the table, it will not even respond to actions it reacted to prior to being attached: pushing, being shot at, etc.. It's just an object frozen in space. In MP it is even weirder, the suitcase would turn invisible.
Dodgy objects when it comes to attaching things to them: most in Objects (small), Objects (signs), all of Objects (helpers) categories, etc.
- Posted on Mar 28, 2014 - 16:22 (UTC)
-
If you attach an explosive charge to an object (e.g. ammobox), the charge will not detonate when you simply set the damage to 1. You must detach it before.
private _target = myAmmoBox; // create and attach charge private _charge = "DemoCharge_Remote_Ammo_Scripted" createVehicle position player; _charge attachTo [_target, [0, 0, 0.2]]; _charge setVectorDirAndUp [[0.5,0.5,0], [-0.5,0.5,0]]; // now detonate charge detach _charge; // Important! _charge setDamage 1;
- Posted on Jun 01, 2014 - 23:00 (UTC)
-
attachTo overwrites setVectorDirAndUp if attached obj was changed to attach another one.
_obj attachTo [_logic,[0, 0, 0]]; _obj setVectorDirAndUp [[0, 1, 0], [0, 0, -1]]; _obj attachTo [_logic, [0, 0, 2]]; // vector no changes _obj attachTo [_anotherOne, [0, 0, 0]]; // vector changes to default
- Posted on Sep 25, 2014 - 10:00 (UTC)
- Attaching an object does not update the accessibility of a place for the AI. The command should not be used for positioning large static objects - the AI will simply walk through such objects.
- Posted on Sep 01, 2016 - 17:54 (UTC)
- Using attachTo with objects that have ragdoll physics (such as ammo boxes, containers, etc.) may cause unexpected behaviour. When you do so, if the attached object intersect origin object, origin object may gain some enormous collision properties even if the collision model for the attached object is not present localy to origin object, until detached. Vehicles may start flipping with no mass calculation (ie tank might fly), player object might gain infinite Z-vector velocity on any interaction with terrain relief and other objects.
- Posted on Aug 13, 2019 - 12:55 (UTC)
- When attaching a unit which is playing an animation to a static object, the animation becomes laggy. Presumably because the update frequency of the static object is used.
- Posted on May 10, 2024 - 09:22 (UTC)
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To find all selection names of vehicle turrets for attachTo, you can use this script:
Just pass your vehicle to this code, for example, like this:params ["_veh"]; private _turretSels = []; isNil { // make sure the code runs unscheduled private _cfg = configOf _veh; _veh = createSimpleObject [getModelInfo _veh # 1, [0,0,0]]; // create a simple object instead of the actual vehicle deleteVehicle _veh; // mark it for deletion in the next frame private _turrets = configProperties [_cfg >> "Turrets", "isClass _x", true]; private _getSelections = {_veh selectionNames "memory" apply {[_x, _veh selectionPosition [_x, "memory"], _veh selectionVectorDirAndUp [_x, "memory"]]}}; private _allSelections = call _getSelections; { private _gun = getText (_x >> "gun"); _veh animate [_gun, 0.4, true]; private _newSels = call _getSelections; _turretSels append (_newSels - _allSelections); _veh animate [_gun, 0, true]; } forEach _turrets; }; _turretSels = _turretSels apply { _x # 0 }; _turretSels arrayIntersect _turretSelsIf you simply need the end point of the gun(s), use this code instead: