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Dissallow player group to driver/gunner helo

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Hello

Ive been searching around, it seems from a particular post it is possible to prevent player (and player ai units) from entering specific positions in a vehicle.

My aim is to prevent player group from getting in driver/gunner seat of certain helos. I know this can be done by ejecting them on a scripted loop, but I realy need to prevent them from having the option to get in these positions at all, because even if player unit gets in for a moment it can mess up ai units trying to get in same seat while enroute - my feeling is this is a removeAction thing, but I dont know how to go about doing this...

If anyone one could help me out id really appreciate this smile_o.gif

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A popular method is to attach a 'GET IN' event handler to the vehicle. When fired (which is the instant a player tries to get in), an associated script can check if the entering player is authorised to act as pilot / gunner, and if necessary eject him/her (or move him/her to a cargo position). Have you tried this approach? Is this what you are looking for?

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Guest

Sounds good m8, thanks smile_o.gif

Can try it, although I know from testing if a unit gets in the pilot seat during the time the ai pilot is attempting to get there, it will cause that ai unit to stop, and no longer move to get in - which would fail the entire boarding operation.

I will try what you have suggested ,the only other thing I though of was to lock the helo indefinitely then add an action to the helo where I can have player moveInCargo thru that action as well.

Have to mess with this and see what works..

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Rgr. Grab a copy of BAS f - it includes a component that uses EHs to prevent players from acting as pilots etc. You can steal it from the framework, or use the framework as well.

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Guest

Gotcha, thanks for the help smile_o.gif

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Guest

Although I have not yet tested the mod u reffered to, ive tested the EH approach, and it does not work unfortunately.

At very fastest, I can use the EH when player gets in and eject him instantly, all in the same EH line, even then, if there is an ai unit enroute to that same seat, (pilot), he will freeze and no longer try to get in. And, even worse, at this speed of ejecting the player instantly after getting in, he gets stuck outside the vehicle still in the "sitting" animation from the pilot seat lol, so if I added a delay, of course it would only make it more possible for the player to mess up pilots boarding.

Unless there is some miracle workaround, Im going with locking the helos, and having an action added to helo that uses moveInTurret to put player into the secondary gunner seat, which works fine, except that the action added has like a 10 meter radius around the helo, so its not a super smooth transition, i.e. - player can board helo from 10 meters away, ah well, good enough is good enough I suppose, this is a sure shot to not cause problems during helos sending in Ai group reinforcements, and really allowing the player to get on board is just an extra option.

Thanks again for the help tho, always good to know my options before just going with a particular approach smile_o.gif

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