# Attachment positions on add-on weapons

> Fix floating or clipping attachments on FiveM add-on weapons: the WAP attachment bones, AttachPoints in weapons.meta and moving bones in Blender.

Source: https://fam-tools.com/guides/fivem-weapon-flashlight-scope-positions · FAM Tools · published 2026-09-11 · updated 2026-09-11 · about 9 min

**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.

## Key points

- Attachments follow bones: WAPScop, WAPSupp, WAPFlshLasr, WAPClip, WAPGrip.
- `AttachPoints` in weapons.meta decides what may attach where.
- Fix positions by moving bones in the model, not in meta.
- Check scopes in first person.
- `SetFlashLightKeepOnWhileMoving(true)` for always-on lights.

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 bones

| Bone | Used by |
| --- | --- |
| `WAPScop` | Scopes and sights |
| `WAPSupp` | Suppressors and muzzle devices |
| `WAPFlshLasr` | Flashlights and lasers |
| `WAPClip` | Magazines |
| `WAPGrip` | Foregrips |

*weapons.meta — AttachPoints excerpt*

```xml
<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](https://fam-tools.com/guides/blender-sollumz-weapon-export). Component names and compatibility: [components and attachments](https://fam-tools.com/guides/fivem-weapon-components-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](https://fam-tools.com/guides/fivem-weapons-meta-explained) and [first-person aiming](https://fam-tools.com/guides/fivem-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.

## 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.

## Related

- https://fam-tools.com/guides/fivem-weapon-components-attachments
- https://fam-tools.com/guides/blender-sollumz-weapon-export
- https://fam-tools.com/guides/fivem-weapons-meta-explained
- https://fam-tools.com/guides/fivem-first-person-aiming
