View Full Version : scenery vehicle can has no "press 'Q' to flip" prompt?
bobbysoon
March 2nd, 2008, 02:40 AM
I made physics for a boulder, added a seat, and stuck a biped in it. I thought that would get rid of the flipping prompt, but nope.
Can has done be no flipping scenery vehicly?
http://static3.filefront.com/images/personal/b/bobbysoon/86476/uefrfsypgg.jpg
Ki11a_FTW
March 2nd, 2008, 02:57 AM
make blank strings for the "press q to flip" and "<need for string>
but then it wont say press q to flip for any vehicles, unless you make the last part of it the whole entire thing i would recommend something like "Press q to flip object"
Kornman00
March 2nd, 2008, 04:50 AM
Can has done be no flipping scenery vehicly?
Is english a second language for you?
Warningshot3
March 2nd, 2008, 04:54 AM
doesnt the invisible flag hide the seat but you can still use the seat?
bobbysoon
March 2nd, 2008, 10:14 AM
make blank strings for the "press q to flip" and "<need for string>
but then it wont say press q to flip for any vehicles, unless you make the last part of it the whole entire thing i would recommend something like "Press q to flip object"
Ok, guess we'll have to settle for that. Thank you
Is english a second language for you?
I'm workin on it :D
doesnt the invisible flag hide the seat but you can still use the seat?It makes the occupant invisable. The Wraith uses it, since the driver is completely enclosed
Syuusuke
March 2nd, 2008, 11:04 AM
I think if you make it a driver seat and stick a biped in it, that string won't show up.
SL1CK1337
March 2nd, 2008, 11:33 AM
I think if you make it a driver seat and stick a biped in it, that string won't show up.
If the boulder happened to be flipped the biped would fall out making the flipping prompt show, but you could just add a script to prevent the biped from falling out(rider_ejection 0) thus if boulder flipped over the biped wouldn't fall out.
bobbysoon
March 2nd, 2008, 12:30 PM
I think if you make it a driver seat and stick a biped in it, that string won't show up.
If the boulder happened to be flipped the biped would fall out making the flipping prompt show, but you could just add a script to prevent the biped from falling out(rider_ejection 0) thus if boulder flipped over the biped wouldn't fall out.
I thought so too. I did that - I made a seat and scripted the no eject and stuck a biped in it. The boulder rolls, the biped stays, but I still get the prompt. I remember now in coldsnap, its the same, where I'd get out of the gunner seat and flip us back upright and we'd be on our way. Oh well
Now, to make some sounds for it ...
teh lag
March 2nd, 2008, 01:02 PM
Check the "dead" flag in Sapien; dead vehicles don't have the prompt. If it's spawned another way (I.E. via effects) find a way to make it automatically killed when it's spawned.
SL1CK1337
March 2nd, 2008, 01:03 PM
I remember now in coldsnap, its the same, where I'd get out of the gunner seat and flip us back upright and we'd be on our way. Oh wellYou could open the string list editor then a blank string in tags\ui\hud\hud_icon_messages then assign the strings # in both "hud text message index" in the vehicle tag, that would remove the prompt but it would be still flippable.
MNC
March 2nd, 2008, 01:40 PM
Like lag said, dead flag works. Destroyed vehicles still have physics but can't be flipped.
bobbysoon
March 2nd, 2008, 03:33 PM
Check the "dead" flag in Sapien; dead vehicles don't have the prompt.
Yup, thats what was needed. Thank you.
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