Sometimes a player really shouldn't be leaving a vehicle accidentally, like in a temporary space a vehicle might pass through where no player should be walking...
on_pre_player_driving_changed_state
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IronCartographer
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on_pre_player_driving_changed_state
Title says it all!
Sometimes a player really shouldn't be leaving a vehicle accidentally, like in a temporary space a vehicle might pass through where no player should be walking...
Sometimes a player really shouldn't be leaving a vehicle accidentally, like in a temporary space a vehicle might pass through where no player should be walking...
Re: on_pre_player_driving_changed_state
What utility would such an event provide? You can't say "don't do the actual event" in any of the "pre" events so your original reason is out.
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IronCartographer
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Re: on_pre_player_driving_changed_state
Okay, after taking a closer look, it's possible to trigger the enter-vehicle action but not unambiguously using player.driving ... Interesting.
That might be enough, but it would be nice to be able to save/restore the particular vehicle involved. Perhaps on_player_driving_state_changed could include the vehicle in question, whether entering or exiting--and player.vehicle could be made RW on top of the current player.driving?
That might be enough, but it would be nice to be able to save/restore the particular vehicle involved. Perhaps on_player_driving_state_changed could include the vehicle in question, whether entering or exiting--and player.vehicle could be made RW on top of the current player.driving?
