Home   Help Search Login Register  

Author Topic: Disabling action menu.  (Read 739 times)

0 Members and 1 Guest are viewing this topic.

Offline greg147

  • Contributing Member
  • **
    • Royal Air Assault Battalion
Disabling action menu.
« on: 30 Dec 2004, 20:39:14 »
Hi all,

Is there a way to disable the action menu for a period of time and then able it again? Prefably using a trigger.

Thanks  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

bored_onion

  • Guest
Re:Disabling action menu.
« Reply #1 on: 30 Dec 2004, 23:36:28 »
i dont think there is directly...

what exactly are you trying to achieve? maybe then there could be a more indirect round about sort of way to do it. there usually is in flashpoint :P

Offline greg147

  • Contributing Member
  • **
    • Royal Air Assault Battalion
Re:Disabling action menu.
« Reply #2 on: 31 Dec 2004, 10:16:43 »
See, what i'm doing is a Black Hawk Down mission (yes, another one  ;) ), and I need a way to stop the player selecting 'Fast rope' from the action menu on the way in, so the chopper always crashes in the intended location.

Also, when the chopper has crashed, I need a way to stop the plyer getting out for awhile, to simulate everyone being dased by the crash.

Its kinda just to keep the player on mission.  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

bored_onion

  • Guest
Re:Disabling action menu.
« Reply #3 on: 31 Dec 2004, 12:03:59 »
if the player is in the air and is at low risk it might be an idea to use:

Code: [Select]
disableuserinput true
which stops them doing anything. have a look in the command manual for more detail.

other than that you could find the script that is run from the action menu under fast rope and put a condition in there so that it wont work until a certain time has elapsed/event has occurred.

Offline greg147

  • Contributing Member
  • **
    • Royal Air Assault Battalion
Re:Disabling action menu.
« Reply #4 on: 31 Dec 2004, 12:55:51 »
Yeah, I used disableuserinput true before, but it just looked like the game stalled, so I tried to find another way around it.  :-\

 I've seen it on other missions, like Operation Firelord (http://www.opflashpoint.org/maps.php?v=29). To keep the player on story, the creator did something that made the action menu say 'no action avalible', like it would if you were on a parachute, but he did it when you were in a chopper, then a car.
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

bored_onion

  • Guest
Re:Disabling action menu.
« Reply #5 on: 31 Dec 2004, 13:16:59 »
couldnt find a command that seemed to fit that description. any one else got any ideas?

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:Disabling action menu.
« Reply #6 on: 31 Dec 2004, 16:14:19 »
He locked the car and the chopper when the player went into it. Cheap trick really. Don't know if it'll work with BAS' fast rope thingy.

:beat: *Gets Shot* :beat:

Offline greg147

  • Contributing Member
  • **
    • Royal Air Assault Battalion
Re:Disabling action menu.
« Reply #7 on: 31 Dec 2004, 16:29:11 »
Would that stop the player ejecting? I guess it would work, so i'll give it a try.

Whats the code thing for locking the vehcile?
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Offline Triggerhappy

  • Contributing Member
  • **
  • Llama, it's what's for dinner.
Re:Disabling action menu.
« Reply #8 on: 31 Dec 2004, 16:49:14 »
if that doesn't work you can lock the chopper and setpos him inside
something like:

@vehicle player == chopper
player setpos getpos chopper
gl = "logic" camcreate getpos chopper
gl moveincargo chopper
chopper lock true
player setpos getpos gl
player setcombatmode blue
player switchmove fxstandunivtable

#loop
player setpos getpos gl
~.1
goto "loop"

then when you need him to be able to fastrope:
deletevehicle gl
chopper lock false
player moveingcargo chopper

i believe that will get exactly the effect you are looking for