the container/connector object
the contained/connected object
where the contained/connected object will be placed after it has detached
the amount of roll that affects orientation of the dropped item
the amount of pitch that affects orientation of the dropped item
the amount of yaw that affects orientation of the dropped item
the contained/connected object
the container/connector object
the amount of pitch that affects orientation of the dropped item
where the contained/connected object will be placed after it has detached
the amount of roll that affects orientation of the dropped item
the amount of yaw that affects orientation of the dropped item
Dispatched by the server to cause two associated objects to disentangle from one another.
ObjectDetachMessage
is the opposite ofObjectAttachMessage
. When detached, the resulting freed object will be placed at the given coordinates in the game world. For detachment from some container objects, a default placement point may exist. This usually matches the position where the original mounting occurred, or is relative to the current position of the container. This mounting position overrides the input one, but other temporary side-effects may occur. For example, if a player detaches from a vehicle with coordinates for "somewhere else," the camera will temporarily be moved to that location "somewhere else" for the duration of the animation but it will soon regain the player who appeared where expected.An object that is already dropped is a special case where the parent (container) does not technically exist. The parent also does not need to exist as the object will still be transported to the specified coordinates.
the container/connector object
the contained/connected object
where the contained/connected object will be placed after it has detached
the amount of roll that affects orientation of the dropped item
the amount of pitch that affects orientation of the dropped item
the amount of yaw that affects orientation of the dropped item