Syynx Posted September 23, 2016 Share Posted September 23, 2016 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 Link to comment Share on other sites More sharing options...
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