Horner 13 Posted March 16, 2012 (edited) I'm sorry if this has already been answered but I can't find it. How would I go about doing a disableUserInput once the mission loads? I tried this in the init.sqf: waitUntil{!isServer}; disableUserInput true; And then I have when a person walks into a trigger it activates a script that has dialogue and at the end of the dialogue it has the disableUserInput false; Anyone know how I could do this? Edited March 16, 2012 by Horner Share this post Link to post Share on other sites
bigshotking 11 Posted March 16, 2012 Please use the search in the top right corner! Search for: disableUserInput came out with multiple pages of results Share this post Link to post Share on other sites
Horner 13 Posted March 18, 2012 Obviously I already clarified that I can't find it, and if you found the answer how difficult is it to add the answer into your otherwise useless comment? Share this post Link to post Share on other sites
2nd ranger 282 Posted March 18, 2012 Remove the isServer check. Share this post Link to post Share on other sites
Horner 13 Posted March 19, 2012 I just removed it from my mission, and if I did remove the isServer check it would disable your input at the briefing screen and you couldn't load in. Share this post Link to post Share on other sites
rocket 9 Posted March 19, 2012 The !isServer waitUntil will lock up, as ArmA2 will be waiting until the player's computer is not the server (which will never happen, unless they were not to begin with). Player==player is good for checking, as player will not return correctly until their client has initialized. For the initial cutscene, off the top of my head, you could try: if(!isDedicated and player == player) then { myMission_cutscene = { if (player in list _this) then { disableUserInput true; }; //Insert rest of custscene disableUserInput false; }; disableUserInput true; //Insert rest of custscene disableUserInput false; }; Then in your trigger, spawn the code block with the following command: null = thisList spawn myMission_cutscene; Haven't tested that, but should work :) Good luck! Share this post Link to post Share on other sites