Weaponsadvanced9 min readupdated 11 Sept 2026

Attachment positions on add-on weapons

The short answer

Components attach to named bones in the weapon model (WAPScop for scopes, WAPSupp for suppressors, WAPFlshLasr for flashlights, WAPClip for magazines, WAPGrip for grips); weapons.meta lists which components may attach to which bone under AttachPoints. If a component floats, move the bone in Blender with Sollumz to the mount point and re-export. Flashlight beam brightness and angles are component settings; SetFlashLightKeepOnWhileMoving(true) keeps the beam on outside aiming.

An add-on rifle whose scope floats above the rail, a suppressor sticking out of the stock, a flashlight shining sideways — attachment problems come from where the weapon’s attachment bones are, not from the attachment models. Fix the bones and every attachment lines up.

Attachment positions on add-on weapons — illustrated with a FiveM-compatible minimap render

#Attachment bones

BoneUsed by
WAPScopScopes and sights
WAPSuppSuppressors and muzzle devices
WAPFlshLasrFlashlights and lasers
WAPClipMagazines
WAPGripForegrips
weapons.meta — AttachPoints excerpt
<AttachPoints>
  <Item>
    <AttachBone>WAPScop</AttachBone>
    <Components>
      <Item>
        <Name>COMPONENT_AT_SCOPE_MEDIUM</Name>
        <Default value="false" />
      </Item>
    </Components>
  </Item>
</AttachPoints>

#Moving a bone

  1. Import the weapon .ydr in Blender with Sollumz.
  2. Select the armature and move the bone (e.g. WAPScop) onto the rail where the scope should sit.
  3. Keep the bone’s orientation — the component’s forward axis follows it.
  4. Export, convert and test each attachment in third and first person.

Export workflow: Blender and Sollumz. Component names and compatibility: components and attachments.

#Scope alignment in first person

If the reticle does not line up with the scope when aiming in first person, the scope bone is off-axis or the weapon’s first-person offsets in weapons.meta (the FirstPerson… fields) do not suit the model. Adjust the bone first, then the offsets — see weapons.meta explained and first-person aiming.

#Flashlights

  • Beam direction follows the WAPFlshLasr bone — rotate it if the light points sideways.
  • Beam intensity, range and cone are set on the flashlight component in its meta.
  • SetFlashLightKeepOnWhileMoving(true) (FiveM client native) keeps beams visible while moving, not only while aiming.
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Questions

Why does my scope float above the weapon?
The weapon’s WAPScop bone is in the wrong place. Move it to the rail in Blender and re-export.
Which bone do flashlights use?
WAPFlshLasr.
Can I fix attachment positions in weapons.meta?
Meta decides which components attach to which bone; the position comes from the bone in the model.
How do I keep the weapon flashlight on while walking?
Call SetFlashLightKeepOnWhileMoving(true) on the client.

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