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GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: ~Legend~ on December 29, 2011, 11:54:48 pm

Title: 2.0 carlocks
Post by: ~Legend~ on December 29, 2011, 11:54:48 pm
Would it be possible to allow civilians (or other skins/characters) to enter all emergency vehicles as passenger if there's a valid driver, please?

Apparently that's still locked only to the certain skin - at least, the ARFD Maverick confirmed. :)
Title: Re: 2.0 carlocks
Post by: SugarD on December 30, 2011, 12:03:58 am
Why not allow them to enter as a passenger no matter what, as long as they don't enter through passenger to drive?
Title: Re: 2.0 carlocks
Post by: Marcell on December 30, 2011, 12:24:34 am
Why not allow them to enter as a passenger no matter what, as long as they don't enter through passenger to drive?
I don't think VCMP can detect that in any scripting language (mirc/pawn/squirrel), it's either you ain't in any car at all or you're the driver
Title: Re: 2.0 carlocks
Post by: SugarD on December 30, 2011, 12:30:24 am
I don't think VCMP can detect that in any scripting language (mirc/pawn/squirrel), it's either you ain't in any car at all or you're the driver
Then how does it detect passengers?

The scripts could check the skin against the vehicle, and if the incorrect skin if accessed via passenger door and driving, give them the boot. Driver's side door could keep it's current action.
Title: Re: 2.0 carlocks
Post by: Marcell on December 30, 2011, 12:33:26 am
Then how does it detect passengers?
that's the thing, I'm pretty sure it doesn't. The reason why /c car nick wont show the car you're sitting as a passanger on both 1.9 and 2.0
Title: Re: 2.0 carlocks
Post by: Klaus on December 30, 2011, 12:40:35 am
The reason why /c car nick wont show the car you're sitting as a passanger on both 1.9 and 2.0
Yeah, that's exactly why. The script can only detect the driver, and not the passengers.
Title: Re: 2.0 carlocks
Post by: SugarD on December 30, 2011, 12:42:22 am
Yeah, that's exactly why. The script can only detect the driver, and not the passengers.
You could just set it then so that anyone that enters with a disallowed skin is kicked, then lock only the driver's side door, if you are able to lock doors separately. Then passengers can still get in, but not drive if they enter via a passenger door.
Title: Re: 2.0 carlocks
Post by: Klaus on December 30, 2011, 12:46:28 am
By kicked you mean ejected? It could work.
Title: Re: 2.0 carlocks
Post by: SugarD on December 30, 2011, 12:48:09 am
By kicked you mean ejected? It could work.
Yes. :)
Title: Re: 2.0 carlocks
Post by: Marcell on December 30, 2011, 12:49:52 am
if you are able to lock doors separately
I'm pretty sure the only 'door states' is 'opened' and 'locked', as well in single player scripting
Title: Re: 2.0 carlocks
Post by: ~Legend~ on December 30, 2011, 02:55:29 am
Was just checking some stuff, in the new server the script seems to also recognise all those within the vehicle - while I can't confirm if that's the case for every single vehicle model, it seems to pick up passengers in /c car <id>.
Title: Re: 2.0 carlocks
Post by: Call_me_Dad on January 04, 2012, 03:27:10 pm
Passengers are detectable.

Todo.
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