attachTo: Difference between revisions

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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| arma2 |Game name=
| arma2


|1.00|Game version=
|1.00


|arg= global |Multiplayer Arguments=
|arg= global


|eff= global |Multiplayer Effects=
|eff= global
____________________________________________________________________________________________
 
|gr1= Object Manipulation


| Attaches an object to another object.
| Attaches an object to another object.
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* If no offset is specified, the current offset between the two objects will be used.
* If no offset is specified, the current offset between the two objects will be used.


{{Informative | Using [[setDir]] on an [[attachedObjects|attached object]] sets its direction '''relative''' to the reference object's direction, e.g '''0''' will make it face the same direction as the reference object, '''90''' face to the right, '''180''' face to the back, etc.<br>
{{Feature | Informative | Using [[setDir]] on an [[attachedObjects|attached object]] sets its direction '''relative''' to the reference object's direction, e.g '''0''' will make it face the same direction as the reference object, '''90''' face to the right, '''180''' face to the back, etc.<br>
Attached triggers only follow the direction of the object to which they are attached, not pitch or roll.}} |DESCRIPTION=
Attached triggers only follow the direction of the object to which they are attached, not pitch or roll.}}
|mp= use {{Inline code|_attachedObj [[setPos]] [[getPos]] _attachedObj}} after [[setDir]] to synchronise set direction over the network (see [[setDir|setDir's page]] for its MP behaviour). |MULTIPLAYER=
|mp= use {{ic|_attachedObj [[setPos]] [[getPos]] _attachedObj}} after [[setDir]] to synchronise set direction over the network (see [[setDir|setDir's page]] for its MP behaviour).
____________________________________________________________________________________________
 
|object1 [[attachTo]] [object2, offset, memPoint, followBoneRotation]


|object1 [[attachTo]] [object2, offset, memPoint] |SYNTAX=
|p1= object1: [[Object]] - object to attach


|p1= object1: [[Object]] - object to attach|PARAMETER1=
|p2= object2: [[Object]] - object to attach to


|p2= object2: [[Object]] - object to attach to |PARAMETER2=
|p3= offset: [[Array]] - (Optional) format [[PositionRelative]]


|p3= offset: [[Array]] - (Optional) format [[PositionRelative]] |PARAMETER3=
|p4= memPoint: [[String]] - (Optional) see [[ArmA: Selection Translations]] for czech selections names


|p4= memPoint: [[String]] - (Optional) see [[ArmA: Selection Translations]] for czech selections names |PARAMETER4=
|p5= followBoneRotation: [[Boolean]] - (Optional) follows the memory point's rotation (if attached to one) {{Since|arma3|2.01.147011|y}}


| [[Nothing]] |RETURNVALUE=
| [[Nothing]]
____________________________________________________________________________________________
   
   
|x1= <code>[[player]] [[attachTo]] [car, [0, 0, 1]]; </code> |EXAMPLE1=
|x1= <code>[[player]] [[attachTo]] [car, [0, 0, 1]]; </code>


|x2= <code>[[player]] [[attachTo]] [tank, [0, -1, 0], "Usti hlavne"];</code> |EXAMPLE2=
|x2= <code>[[player]] [[attachTo]] [tank, [0, -1, 0], "Usti hlavne"];</code>


|x3= Automatic offset: <code>ammoCrate [[attachTo]] [<nowiki/>[[player]]];</code> |EXAMPLE3=
|x3= Automatic offset: <code>ammoCrate [[attachTo]] [<nowiki/>[[player]]];</code>
____________________________________________________________________________________________


|x4= To set orientation of attached object use [[setVectorDirAndUp]] command:<br>
|x4= To set orientation of attached object use [[setVectorDirAndUp]] command:<br>
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  _expl3 [[setVectorDirAndUp]] [<nowiki/>[0.5, -0.5, 0], [0.5, 0.5, 0]];
  _expl3 [[setVectorDirAndUp]] [<nowiki/>[0.5, -0.5, 0], [0.5, 0.5, 0]];
<br><!-- needed for the text to display properly with the float…??? -->
<br><!-- needed for the text to display properly with the float…??? -->
|EXAMPLE4=
____________________________________________________________________________________________


| [[attachObject]], [[attachedObjects]], [[attachedTo]], [[waypointAttachVehicle]], [[waypointAttachedVehicle]], [[lightAttachObject]], [[triggerAttachVehicle]], [[attachedObject]], [[detach]], [[setVectorDir]], [[setVectorUp]], [[setVectorDirAndUp]], [[modelToWorld]], [[BIS_fnc_transformVectorDirAndUp]] |SEEALSO=
|seealso= [[attachObject]], [[attachedObjects]], [[attachedTo]], [[waypointAttachVehicle]], [[waypointAttachedVehicle]], [[lightAttachObject]], [[triggerAttachVehicle]], [[attachedObject]], [[detach]], [[setVectorDir]], [[setVectorUp]], [[setVectorDirAndUp]], [[modelToWorld]], [[BIS_fnc_transformVectorDirAndUp]]
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<dt><dt>
 
<dd class="notedate">Posted on September 17, 2011 - 19:20</dd>
<dd class="notedate">Posted on September 17, 2011 - 19:20
<dt class="note">[[User:TeaCup|teaCup]]</dt>
<dt class="note">[[User:TeaCup|teaCup]]
<dd class="note">
<dd class="note">
Some objects you cannot attach anything to. To be more precise, you can attach objects to them, but the behaviour is unexpected. For instance: <code>SuitcaseObject [[attachTo]] [FoldingTableObject, [0,0,0]];</code>
Some objects you cannot attach anything to. To be more precise, you can attach objects to them, but the behaviour is unexpected. For instance: <code>SuitcaseObject [[attachTo]] [FoldingTableObject, [0,0,0]];</code>
You would expect the suitcase to jump to the pivot point of the table, and stick to it.<br>
You would expect the suitcase to jump to the pivot point of the table, and stick to it.<br>
Instead, the suitcase will freeze in it's 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's even weirder, the suitcase would turn invisible.<br>
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.<br>
Dodgy objects when it comes to attaching things to them: most in Objects&nbsp;(small), Objects&nbsp;(signs), all of Objects&nbsp;(helpers) categories, etc.
Dodgy objects when it comes to attaching things to them: most in Objects&nbsp;(small), Objects&nbsp;(signs), all of Objects&nbsp;(helpers) categories, etc.
 
<dt><dt>
<dd class="notedate">Posted on March 28, 2014 - 16:22
<dd class="notedate">Posted on March 28, 2014 - 16:22</dd>
<dt class="note">[[User:Pixinger77|Pixinger77]]
<dt class="note">[[User:Pixinger77|Pixinger77]]</dt>
<dd class="note">
<dd class="note">
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.
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.
Line 83: Line 78:
_charge [[setDamage]] 1;
_charge [[setDamage]] 1;
</code>
</code>
 
<dt><dt>
<dd class="notedate">Posted on 1 Jun, 2014 - 2300
<dd class="notedate">Posted on 1 Jun, 2014 - 2300</dd>
<dt class="note">[[User:ffur2007slx2_5|ffur2007slx2_5]]
<dt class="note">[[User:ffur2007slx2_5|ffur2007slx2_5]]</dt>
<dd class="note">
<dd class="note">
(ArmA3 ver 1.20) [[attachTo]] overwrites [[setVectorDirAndUp]] if attached obj was changed to attach another one.
({{arma3}} ver 1.20) [[attachTo]] overwrites [[setVectorDirAndUp]] if attached obj was changed to attach another one.
<code>_obj [[attachTo]] [_logic,[0, 0, 0]];
<code>_obj [[attachTo]] [_logic,[0, 0, 0]];
_obj [[setVectorDirAndUp]] [[0, 1, 0], [0, 0, -1]];
_obj [[setVectorDirAndUp]] [[0, 1, 0], [0, 0, -1]];
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_obj [[attachTo]] [_anotherOne, [0, 0, 0]]; {{cc|vector changes to default}}
_obj [[attachTo]] [_anotherOne, [0, 0, 0]]; {{cc|vector changes to default}}
</code>
</code>
 
<dt><dt>
<dd class="notedate">Posted on September 25, 2014 - 10:00
<dd class="notedate">Posted on September 25, 2014 - 10:00</dd>
<dt class="note">[[User:ondrejkuzel|ondrejkuzel]]
<dt class="note">[[User:ondrejkuzel|ondrejkuzel]]</dt>
<dd class="note">
<dd class="note">
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.
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.
 
<dt><dt>
<dd class="notedate">Posted on September 1, 2016 - 17:54 (UTC)</dd>
<dd class="notedate">Posted on September 1, 2016 - 17:54 (UTC)</dd>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dt class="note">[[User:Demellion|Demellion]]</dt>
Line 106: Line 101:
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.
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.
</dd>
</dd>
 
<dt><dt>
<dd class="notedate">Posted on August 13, 2019 - 12:55 (UTC)</dd>
<dd class="notedate">Posted on August 13, 2019 - 12:55 (UTC)</dd>
<dt class="note">[[User:R3vo|R3vo]]</dt>
<dt class="note">[[User:R3vo|R3vo]]</dt>
Line 113: Line 108:
</dd>
</dd>


<!-- Note Section END -->
</dl>
</dl>


<h3 style="display:none">Bottom Section</h3>


[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
{{GameCategory|arma2|Scripting Commands}}
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
{{GameCategory|arma3|Scripting Commands}}
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
{{GameCategory|tkoh|Scripting Commands}}
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Revision as of 01:31, 6 April 2021

Hover & click on the images for description

Description

Description:
Description needed
Multiplayer:
use _attachedObj setPos getPos _attachedObj after setDir to synchronise set direction over the network (see setDir's page for its MP behaviour).
Groups:
Object Manipulation

Syntax

Syntax:
Syntax needed
Parameters:
object1: Object - object to attach
object2: Object - object to attach to
offset: Array - (Optional) format PositionRelative
memPoint: String - (Optional) see ArmA: Selection Translations for czech selections names
followBoneRotation: Boolean - (Optional) follows the memory point's rotation (if attached to one) Template:Since
Return Value:
Return value needed

Examples

Example 1:
player attachTo [car, [0, 0, 1]];
Example 2:
player attachTo [tank, [0, -1, 0], "Usti hlavne"];
Example 3:
Automatic offset: ammoCrate attachTo [player];
Example 4:
To set orientation of attached object use setVectorDirAndUp command:
Sbomber.jpg
_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]];

Additional Information

See also:
attachObjectattachedObjectsattachedTowaypointAttachVehiclewaypointAttachedVehiclelightAttachObjecttriggerAttachVehicleattachedObjectdetachsetVectorDirsetVectorUpsetVectorDirAndUpmodelToWorldBIS_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 September 17, 2011 - 19:20
teaCup
Some objects you cannot attach anything to. To be more precise, you can attach objects to them, but the behaviour is unexpected. For instance: SuitcaseObject attachTo [FoldingTableObject, [0,0,0]]; You would expect the suitcase to jump to the pivot point of the table, and stick to it.
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 March 28, 2014 - 16:22
Pixinger77
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 1 Jun, 2014 - 2300
ffur2007slx2_5
(Arma 3 ver 1.20) 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 September 25, 2014 - 10:00
ondrejkuzel
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 September 1, 2016 - 17:54 (UTC)
Demellion
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 August 13, 2019 - 12:55 (UTC)
R3vo
When attaching an 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.