AttachEntityToEntity: Difference between revisions
(Created page with "Attaches an entity to another one. Can later be detached using DetachEntity {{ServersideCsFunction}} {{CSharpContainer| <pre> NAPI.Entity.AttachEntityToEntity(NetHandle ent...") |
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Attaches an entity to another one. Can later be detached using DetachEntity | Attaches an entity to another one. Can later be detached using [[NAPI.Entity.DetachEntity]] | ||
{{ServersideCsFunction}} | {{ServersideCsFunction}} | ||
Revision as of 07:13, 27 November 2019
Attaches an entity to another one. Can later be detached using NAPI.Entity.DetachEntity
Server-Side Function
C# Syntax
NAPI.Entity.AttachEntityToEntity(NetHandle entity, NetHandle entityTarget, string bone, Vector3 positionOffset, Vector3 rotationOffset);
Parameters
- entity: The entity you want to attach
- entityTarget: The entity you want to attach to
- bone: The entity bone you want to attach to
- positionOffset: The position offset of the attached entity.
- rotationOffset: The rotation offset of the attached entity.
Example
// Get temporary position to create the model. var position = NAPI.Entity.GetEntityPosition(player); // Create drug pack model. var model = NAPI.Object.CreateObject(-1964997422, position, new Vector3()); // Drug package (prop_drug_package_02). // Attach created model to the player's hand. NAPI.Entity.AttachEntityToEntity(model, client, "IK_R_Hand", new Vector3(), new Vector3());