| Property | Value |
|---|---|
| Native Name | ATTACH_ENTITY_TO_ENTITY |
| Hash | 0x6B9BBD38AB0796DF |
| Return Type | void |
| Build | 1207 |
| Parameters | entity1 (Entity), entity2 (Entity), boneIndex (int), xPos (float), yPos (float), zPos (float), xRot (float), yRot (float), zRot (float), p9 (BOOL), useSoftPinning (BOOL), collision (BOOL), isPed (BOOL), rotationOrder (int), syncRot (BOOL) |
Description: Attaches entity1 to bone (boneIndex) of entity2.
boneIndex - this is different to boneID, use GET_PED_BONE_INDEX to get the index from the ID. use the index for attaching to specific bones. entity1 will be attached to entity2's centre if bone index given doesn't correspond to bone indexes for that entity type. https://github.com/femga/rdr3_discoveries/tree/master/boneNames
useSoftPinning - if set to false attached entity will not detach when fixed collision - controls collision between the two entities (FALSE disables collision). isPed - pitch doesn't work when false and roll will only work on negative numbers (only peds) vertexIndex - position of vertex fixedRot - if false it ignores entity vector
Parameters
entity1(Entity) — Entity to attach.entity2(Entity) — Entity to attachentity1with.boneIndex(int) — This is different to boneID, use 'GET_PED_BONE_INDEX' to get the index from the ID. use the index for attaching to specific bones.entity1will be attached to the center ofentity2if bone index given doesn't correspond to bone indexes for that entity type.xPos(float) — X-axis offset from the center ofentity2.yPos(float) — Y-axis offset from the center ofentity2.zPos(float) — Z-axis offset from the center ofentity2.xRot(float) — X-axis rotation.yRot(float) — Y-axis rotation.zRot(float) — Z-axis rotation.p9(BOOL) — Unknown. Does not seem to have any effect.useSoftPinning(BOOL) — If set to false attached entity will not detach when fixed.collision(BOOL) — Controls collision between the two entities (FALSE disables collision).isPed(BOOL) — Pitch doesnt work when false and roll will only work on negative numbers (only peds)rotationOrder(int) — The order in which the rotation is applied. SeeGET_ENTITY_ROTATIONsyncRot(BOOL) — If false it ignores entity rotation.
Usage
Lua (Direct):
AttachEntityToEntity(entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, rotationOrder, syncRot)
Lua (Hash):
Citizen.InvokeNative(0x6B9BBD38AB0796DF, entity1, entity2, boneIndex, xPos, yPos, zPos, xRot, yRot, zRot, p9, useSoftPinning, collision, isPed, rotationOrder, syncRot)