vehicle's driver - Printable Version +- Team Spartan Cookies & Milk Forums (https://teamscm.co.uk) +-- Forum: Garry's Mod (https://teamscm.co.uk/forum-4.html) +--- Forum: Expression 2 (https://teamscm.co.uk/forum-6.html) +--- Thread: vehicle's driver (/thread-2443.html) |
vehicle's driver - CogHead - 01-09-2017 Ok, so couldn't find anything with a quick search, so I have a question. I'm trying to take the vehicle's driver, and use it for my chip. (taking it's screen parameters, checking for keypresses for controlling a menu) My problem is, I can't seem to find a way to actually link the chip to the vehicle. (I don't want to weld it, becouse i want to keep every prop off the ship, that's not necessary for it being there) I tried creating an entity link directly with the vehicle, or wiring it to the pod controller. Right now, I just want to get the hud working for any driver. it works fine if I just use owner(). Code: if(first() | changed(EGP)) { RE: vehicle's driver - Knight - 01-09-2017 Curious if linking a pod controller to the vehicle seat and then linking the chip to that pod controller to output the driver could be a solution? This is just speculation, you can try it in game and see if that solves the problem. RE: vehicle's driver - CogHead - 02-09-2017 After quite a bit of struggle, I believe I managed to solve my issue. It seems the promblem lay in in the fact, that I took said vehecle's driver before anyone was sitting in it, and never updated that part. Since I couldn't quickly think of a way to update just that part of the code, I believe I managed to update it whenever the Pod changes state. Code: if(changed(Pod["Active",normal])) {reset()} I'm not sure I implemented the changed() function correctly, or that it does what I think it should, but the chip seems to work right now. |