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Disabling R3F Logistics for Locked Vehicles


Havoc302

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  • 2 months later...

 

i'm pretty sure u can just check if the vehicle is locked or not ^^

 

 

Comon Havoc i thought u were above the newbie scripters ^^

 

https://community.bistudio.com/wiki/locked

if(locked _vehicle)exitWith{
    stop sie scripts!
};

LOL, I wish man, thanks for the confidence, still learning. I wasn't sure how Epoch were doing locking this time around.

 

Here's the real question though, since we can't air lift upgraded wooden walls right now I'd love to be able to load them into a vehicle with R3F, but only if they're not in a jammers range, I'll take a look through the jammer code in Epoch and see if I can work out that global variable that controls if a wall section is considered as jammed or not.

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LOL, I wish man, thanks for the confidence, still learning. I wasn't sure how Epoch were doing locking this time around.

 

Here's the real question though, since we can't air lift upgraded wooden walls right now I'd love to be able to load them into a vehicle with R3F, but only if they're not in a jammers range, I'll take a look through the jammer code in Epoch and see if I can work out that global variable that controls if a wall section is considered as jammed or not.

 

The objects themselves aren't jammed the player is jammed based on the logic, you can replicate the logic or see if you can reuse the epoch function, the function is in the @epoch code.

 

From memory the main logic is  

 

1. Are you within range of a jammer you dont own?

2. Are you within range of a predefined restricted building area 

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The objects themselves aren't jammed the player is jammed based on the logic, you can replicate the logic or see if you can reuse the epoch function, the function is in the @epoch code.

 

From memory the main logic is  

 

1. Are you within range of a jammer you dont own?

2. Are you within range of a predefined restricted building area 

Awesome thanks, I'll have a tinker this weekend.

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  • 1 month later...

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