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Making savepoint mod, breaking randomly


Syynx

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Right now i'm working on an edit to the script playerInput.ws to check if the player is near a signpost when he opens up the Esc menu, if he's near a signpost saving is enabled, else it's disabled

 

Right now I have it kind of working, however, it just breaks randomly, not allowing you to save even when you're balls deep in a fast travel signpost

 

Here's the function

    function isPlayerNearSignPost() : bool
    {        
        var entities : array<CGameplayEntity>;
        var i : int;
                
        FindGameplayEntitiesInRange( entities, thePlayer, 10, 1,, FLAG_ExcludePlayer,, 'W3FastTravelEntity' );
        
        for ( i = 0; i < entities.Size(); i += 1 )
        {
            if ((W3FastTravelEntity)entities[i])
            {
                return true;
            }
        }
        return false;
    }

and then I added the following code to the OnIngameMenu event from the same script

theGame.GetCommonMapManager().AllowSaving( isPlayerNearSignPost() );

Like I said, it seems to work perfectly until it just stops working out of nowhere, I can't reliably replicate breaking it either, it seems totally random

 

Attached is the full modded playerInput.ws script

 

 

Also I'm curious if there's a better place to test for the player being near signposts than the oningamemenu event, since there's a small issue where if you open the menu when near a signpost it lets you save and you can then quicksave anywhere until you open the menu again

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