thetrooper 10 Posted November 17, 2013 Hi everyone. I've got a quick question that's bugging me. I've got a vehicle which the player is the driver, however I don't want the vehicle to be able to move until after an event. The set fuel to 0 works fine, except unit says 'low on fuel' which kind of sounds a bit crappy. An Idea I thought about is to somehow Whitchurch off the voices for that unit maybe? Appreciate if someone could give me a steer. Thanks Share this post Link to post Share on other sites
iceman77 18 Posted November 17, 2013 (edited) You could use a getIn eventhandler and use eject to kick the driver out until after the event. Edited November 17, 2013 by Iceman77 Share this post Link to post Share on other sites
Polygon 11 Posted November 17, 2013 IMO OP wants player to be able get in vehicle, but just unable to move. Maybe turn off some radio channels to prevent annoying reports. Share this post Link to post Share on other sites
thetrooper 10 Posted November 17, 2013 yeah that's what I was thinking. However, if you turn off radios, character still reports by voice. Was thinking about doing a unable simulation but allowing head movement, however a script provided for someone else doesn't work very well in a vehicle. It creates a bug. Share this post Link to post Share on other sites
f2k sel 164 Posted November 17, 2013 Another way to stop it place in the vehicles init this addEventHandler ["Engine", {(_this select 0) engineon false}]; to allow it to move carname removeEventHandler ["engine",0] Share this post Link to post Share on other sites
iceman77 18 Posted November 17, 2013 F2K Sel to the rescue! :mwah: Share this post Link to post Share on other sites
f2k sel 164 Posted November 17, 2013 (edited) Actually I just found a bug where you can get the AI to take the car without the engine making a noise. So if your using AI you need to use this addEventHandler ["Engine", {(_this select 0) engineon false; (_this select 0) forcespeed 0]; carname removeEventHandler ["engine",0];carname forcespeed -1; Edited November 17, 2013 by F2k Sel Share this post Link to post Share on other sites
thetrooper 10 Posted November 17, 2013 Actually I just found a bug where you can get the AI to take the car without the engine making a noise.So if your using AI you need to use this addEventHandler ["Engine", {(_this select 0) engineon false; (_this select 0) forcespeed 0]; carname removeEventHandler ["engine",0];carname forcespeed -1; Roger, I'll give this a go! I just had a look at the: 0 fadeRadio 0; This is good so far, however, if I script my own voices, will it cancel those out as well? Also to turn back on I'm guessing its 1 fadeRadio 1; ? Share this post Link to post Share on other sites
iceman77 18 Posted November 17, 2013 0 fadeRadio 1 - As the wiki says Syntax: time fadeRadio volume Parameters: time: Number in seconds volume: Number - radio volume range 0 to 1. Maximum volume is 1. Default is 1. You could do 10 fadeRadio 1 and that would slowly fade the sound back in over 10 seconds. In any case, F2K - Sel's way is better =) Share this post Link to post Share on other sites
thetrooper 10 Posted November 17, 2013 working like a treat ;) Thanks for your help guys! Share this post Link to post Share on other sites