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mtasa-pattach's Issues

Mixed Bone ID documentation

I think that there are some bones mixed on the Bones IDs & Names section of the documentation.

Head (ID: 8) seems to actually be the Jaw, and Neck 2 (ID: 5) seems to actually be the Head. Neck 2 really does not exist. When you attach an object to ID 8 it will move alongside your jaw (some walking animations move your jaw, so it's easier to see it like that).

You can also open up Blender, import a Skin and see which bone is were. For example using Blender, the one that is more close to the mouth (ID: 8) is called the Jaw, and it moves the jaw. While the other (ID: 5) is called the Head, and it moves the head.

image
image

You can see this in game.

image

Here are some videos (debug chat shows the Bone ID that is being used)
https://youtu.be/kpbhIjNGwr4
https://youtu.be/OAe9noSNatI

This also seems to be wrong on the wiki (4 is called uppertorso and 5 neck, when 4 is neck [this is technically correct since the neck bone kinda moves all of the upper torso but still] and 5 is head [5 is definitely head])

Suggestion: Added invisible

Export function:
invisible(ped, object, bool)

Adding the invisible option for one object, for example, I have a grenade and I throw it, I want to hide the object for a moment that I supposedly threw it and not detach it from the player's hand then reappear it

Error with attaching; mistake in readme

Hello)

My server-side example:
local object = Object(330, 0, 0, 0) exports.pAttach:attach(object, player, 24, 0, 0, 0, 0, 0, 0)

I got:

Expected element (except: player) at argument 1, got userdata

On server-side of my script object is element and object.

Another things:
I think, you have a mistake here:
https://github.com/Patrick2562/mtasa-pAttach#how-to-use

"Server sided example", but you use client-side localPlayer and do not use first player-argument of addCommandHandler function.

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