JmB314 0 Posted March 6, 2021 (edited) Good morning all, I have several problems to modify my Init.c file 1- I want to place a full stuf Glock19 in the military belt holster (no problem for the knife in the knife holder), But the fact of assembling all the elements of the glock19 (Mag, suppresor, viewfinder, TTRlight + Pile9v) makes attachment impossible, and even the glock don't spawn! Code:<EntityAI mbelt = player.GetHumanInventory().CreateInInventory("MilitaryBelt"); mbelt.GetInventory().CreateAttachment("Canteen"); mbelt.GetInventory().CreateAttachment("NylonKnifeSheath"); mbelt.GetInventory().CreateAttachment("CombatKnife"); mbelt.GetInventory().CreateAttachment("PlateCarrierHolster"); EntityAi gun = player.GetInventory().CreateAttachment("Glock19"); gun.GetInventory().CreateAttachment("Mag_Glock_15Rnd"); gun.GetInventory().CreateAttachment("PistolSuppressor"); gun.GetInventory().CreateAttachment("TLRLight"); EntityAI optic_attach = gun.GetInventory().CreateAttachment("FNP45_MRDSOptic"); optic_attach.GetInventory().CreateAttachment("Battery9V");> 2-I want to assemble a CZ257 with options (Mag, Optic) and place it on the player's shoulder. Is there a speciale code for this location? 3- I want to assign him a bag and place objects in it, not in the clothes. Can someone help me? Thanks Edited March 9, 2021 by JmB314 RESOLVED Share this post Link to post Share on other sites
robertjfcalais 0 Posted June 10, 2021 (edited) This won't work for two reasons. 1. You didn't reference your classes 2. You didn't set the pistol as an attachment for the holster. It's set to spawn on your character - which won't work if there's not enough space for it. I fixed up your mess. Copy-paste the code below. You're welcome. EntityAI belt = player.GetInventory().CreateInInventory("MilitaryBelt"); belt.GetInventory().CreateAttachment("Canteen"); EntityAI sheath = belt.GetInventory().CreateAttachment("NylonKnifeSheath"); sheath.GetInventory().CreateInInventory("CombatKnife"); EntityAI holster = belt.GetInventory().CreateAttachment("PlateCarrierHolster"); EntityAI pistol = holster.GetInventory().CreateInInventory("Glock19"); pistol.GetInventory().CreateAttachment("Mag_Glock_15Rnd"); pistol.GetInventory().CreateAttachment("PistsolSuppressor"); EntityAI psight = pistol.GetInventory().CreateAttachment("FNP45_MRDSOptic"); psight.GetInventory().CreateAttachment("Battery9V"); EntityAI plight = pistol.GetInventory().CreateAttachment("TLRLight"); plight.GetInventory().CreateAttachment("Battery9V"); Edited June 10, 2021 by robertjfcalais Share this post Link to post Share on other sites