Carrying and attaching players

Carrying

carrying, heldBy and putDown() cover carrying. holdItem(item) and dropHeldItem() are for items in the arms. Any item the game can carry in the arms works, including the game's quest sacks, such as rasuvUcen_sackcarryable. When put down, it is laid as a GroundItem on all screens.

Attaching to another player

attachTo(other, options) keeps a body next to another player, like a rider on a horse. detach() ends it, and it also ends when either player leaves. attachedTo reads the other player.

OptionMeaning
offset{ x right, y forward, z up } in metres, seen from other
rotationdegrees to turn the body; it otherwise faces the way other faces
look'free' (default) looks around up to 120 degrees either side; 'follow' keeps the view on the body's direction
animation, otherAnimation{ fragment, ...playAnimation options }, looping by default, stopping when the attachment ends

otherAnimation is upper-body unless it says otherwise, so other can walk. A cuffed player keeps the cuffed pose, and animation does not play on them. The attached player's game lets through only the menus, plus looking around with 'free'.

The two keep their distance on all screens and do not collide. The attached body is carried, though, so its legs do not walk unless you play an animation, and it passes through walls and furniture. Teleport it to a free spot if it may be inside something when you detach it. For a prisoner walking on their own legs, use Follow with a distance.

Reference: Player.