maverickzer0 18 Posted April 19, 2016 Basically, i'm a newbie to ArmA scripting, i've played around for hours in the editor but i've only used the built in tools and modules to create stuff and never really delved into the scripting side of matters. What i wanted to create was an introduction scene where the player(s) are on a RHIB being inserted onto the coastline. I wanted an effect similar to a point in the main ArmA campaign where Kerry and some guerrillas insert onto Stratis via boat. What i need is a script that firstly, stops the driver of the boat (who is a player character) from controlling the boat and instead somehow have the boat follow a set of waypoints to its destination. Secondly, the characters on the side who are also players (in MP) cannot shoot or throw things off the side of the boat because it'll ruin the stealth aspect of the atmosphere and thirdly, i need to stop the players getting out of the boat before it reaches its target destination. I managed to use the lock command to keep people from getting out of the boat, but it's directly in the boats Init field and is simply this lock true; I'm guessing there's a more effective way to do it via .sqf Any help would be appreciated. Thanks. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted April 19, 2016 Simply set consequences if players won't behave. Players firing despite being ordered a stealthy behavior? Send an armed speedboat at them! Players getting out before drop off point? Put the entire coastal zone under artillery barrage! Easiest solution would be the usage of disableUserInput. Cheers Share this post Link to post Share on other sites
maverickzer0 18 Posted April 20, 2016 Simply set consequences if players won't behave. Players firing despite being ordered a stealthy behavior? Send an armed speedboat at them! Players getting out before drop off point? Put the entire coastal zone under artillery barrage! Easiest solution would be the usage of disableUserInput. Cheers Interesting solutions but having the whole area come under fire would ruin the whole storytelling and atmospheric element. The enemy isn't supposed to have access to those kinds of weapons systems. As for the disableUserInput, it would work but would it disable the camera movement? The player would ideally still be able to look around and such. Share this post Link to post Share on other sites
Guest Posted April 21, 2016 You can unbind the movement keys with a keyHandler by returning true if the selected key is pressed, or just disable any key (exept escape) as the mouse look around will not be affected. Share this post Link to post Share on other sites