18.03.2017, 07:34
Each attachment has a separate slot ID, so it's easy rather than use slot one you can use two, three, four and so on. And rather than create a special variable for each attachment you can use something like:
So you can use 3 attachments like that .. (0, 1 and 2). While each attachment has a unique slot ID.
If the attachment is not helmet you can change the offsets and the object ID and it will remain accurate as well as you attach anything to your head.
We won't use slot one but slot two, we just need the slot ID to check if the helmet is already attached to head so we can remove it. We can also alternatively relay on the variable.
Tutorial will be updated shortly.
Code:
new Attachments[3];
Quote:
|
What if the object is not a helmet?
Is the object offset accurate for every skin? |
We won't use slot one but slot two, we just need the slot ID to check if the helmet is already attached to head so we can remove it. We can also alternatively relay on the variable.
Tutorial will be updated shortly.


