Scriptbug JFW_Disable_Transitions_Zone [message #459496] |
Tue, 15 November 2011 12:05 |
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rrutk
Messages: 617 Registered: June 2007
Karma: 0
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Colonel |
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Is there a reason, why a JFW_Disable_Transitions_Zone doesn't work on a RA_Underwater_Zone Zone?
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Source:
void JFW_Disable_Transitions_Zone::Entered(GameObject *obj,GameObject *enterer)
{
if (Is_Vehicle(enterer))
{
Commands->Enable_Vehicle_Transitions(enterer,false);
}
}
void JFW_Disable_Transitions_Zone::Exited(GameObject *obj,GameObject *exiter)
{
if (Is_Vehicle(exiter))
{
Commands->Enable_Vehicle_Transitions(exiter,true);
}
}
[Updated on: Tue, 15 November 2011 12:17] Report message to a moderator
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Re: Scriptbug JFW_Disable_Transitions_Zone [message #459501 is a reply to message #459496] |
Tue, 15 November 2011 14:41 |
kamuixmod
Messages: 211 Registered: July 2010
Karma: 0
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Recruit |
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is there a script then to prevent people from leaving a vehicle?or to make the vehicle move on itself even when a player sits inside.
I wanted to make a player sit inside an apc for example which follows a waypath. and the player shouldnt be able to leave the vehicle nor control it by manipulating the direction on which the vehicle drives
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