attachElements
Shared
Hangs one element on another. From then on it follows the target until it is detached.
bool attachElements(element element, element target [, float x, y, z = 0, 0, 0, float rx, ry, rz = 0, 0, 0, string|int socket = nil])
Parameters
| Name | Type | Description |
|---|---|---|
| element | element | The element to attach. |
| target | element | The element it hangs on. |
| x, y, z | float | Offset from the target.default 0, 0, 0 |
| rx, ry, rz | float | Rotation relative to the target.default 0, 0, 0 |
| socket | string|int | Where on the target to attach: a ped's bone (its MTA id or its rig name) or a vehicle's or object's component or frame. A number only works for peds, players and objects. Without a socket, the element follows the target's root.default nil |
Returns
true if it was attached. false when either element cannot be attached, when it would make a cycle, when they are in different dimensions, when the target has no such socket or when onElementAttach was cancelled.
Players, peds, vehicles, objects, sounds, effects and client lights can be attached. Attaching to another target detaches the element from its current one. When the target is destroyed, the element is detached where it stands.
Example
local vehicle = createVehicle("infernus", 1544.0, -1675.0, 13.6)
local ped = createPed("male01", 1544.0, -1675.0, 15.0)
attachElements(ped, vehicle, 0, 0, 1.2)Coming from MTAWorks as in MTA, with the socket as an extra argument.