| 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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