Thanks Jhonyboy for replying so fast, but I think I wasn't enough clear.
So far, I know that if I just like to move unit1 from cone1 to cone2, I better not to use modeltoworld, the problem is that, later after solving this, I intend to add other units and maybe objects to the script to make something like a scene or situation, where I have a hostage and it's keeper pointing a gun to him for example. The idea is to simply create a scene into editor, and then just move the role scene (it's set of objets and relative positions) to other room with the script.
Assume that this is the main obj of the mission (rescue hostage), I'd like to create some random aspect to it, so any time you play the mission, when entering the building (hotel in this case) I'll have to search the building for the hostage room and not just get into exactly on the position you seen before, everytime.
When I tried:
_RelPos = _UnitRef modeltoWorld (getPos _Unit1);
I tryed to get the pos Array from unit1, relative to cone 1, to then setpos unit1 into same relative position but to cone2 this time, wich is in another room (maybe even in another floor too) so thats why I tried this after:
_RelPos = _UnitRef modeltoWorld (getPos _Unit1);
_Unit1 setPos(_UnitRef2 modeltoWorld _Relpos)
Later as I said, I intend to add unit2 (the guy who point it's gun to unit1) and move them both to other room or maybr transform this into to a kind of function where it adds variales accordingly to an array passed by the mission designer, with as many units and random positions (cones) he wants and maybe even change the direction of the set of units in the editor created "scene", but it's very far for me now, that's why I'm so worried to try to understand how exatlly i can use and handle modetoworld and worldtomodel to get and set positions from some object to another.
I hope I made a little bit clear what is going into my mind
.
Thanks again