attachment

Soft Override:

Unknown

Defines an attachment point on a model or vehicle block. The ID is the attachment name, it can be a custom ID or an existing one often used to define specific attachments. While manually modifying the attachment block is definitely possible, it is recommended to use the attachment editor to create and edit those attachments.

The syntax of this block should be as follows:

model upperScriptDefinition
{
    ...
    attachment attachmentPointName
    {
        ...
    }
    ...
}

For example:

model Burger
{
    mesh = Burger,

    attachment Bip01_Prop2
    {
        offset = 0.0142 0.0401 0.0000,
        rotate = -23.3606 21.2788 37.5386,
        scale = 0.8280,
    }
}

For a full list of attachment points, see the attachment#Attachment_Points) page on the PZ Wiki.

Hierarchy

This block can be a child of the following blocks:

ID

This block can have an ID.

Optional:

False

Can have spaces:

False

Parameters

bone
Type:

Unknown

The name of the bone to which the model is attached to.

bone = Bip01_L_Hand,
offset
Type:

array (array of float, separator: ‘ ‘)

The position offset of the model relative to the bone. This is a vector in the format x y z. cpp offset = -0.0300 -0.1020 0.1210,

rotate
Type:

array (array of float, separator: ‘ ‘)

The rotation of the model relative to the bone. This is a vector in the format x y z. The values are degrees.

rotate = -60.0000 -49.0000 -3.0000,
scale
Type:

float

The scale multiplier applied to the model attached to this attachment point.

scale = 0.5,
zoffset
Type:

Unknown

No description provided.