Author Topic: [Request]Player.Vehicle.Alarm  (Read 1165 times)

TurboGrafx

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[Request]Player.Vehicle.Alarm
« on: July 10, 2016, 05:14:04 am »
Title says it all.

In case your mind needs a little help  ;).

In story mode you could steal a vehicle and at a generated random time the car alarm would go off and if any near by police you receive a wanted level.

And of course if there was a way to detect the engine state
Code: [Select]
if (player.Vehicle.EngineState == true );Then we wont run that script.
--
Just a wack modified what if of the code at
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Functions/Vehicles/SetEngineState


Now in a situation of using the Alarm in scripting would possibly be similar to
Code: [Select]
rand() and when that code is called a call back function could be made setting there wanted level in that call back etc,

But of course setting a code like
Code: [Select]
if (player.Vehicle.EngineState == true ); to validate the alarm as we do not want a player entering a already stolen vehicle and receiving an alarm

* I only fear it is not synced, but the cops detect it how ever it was scripted in story mode.
  So what ever is in the main.scm would give off clues I guess.
« Last Edit: July 10, 2016, 05:31:06 am by Mötley »

Benjaminr

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Re: [Request]Player.Vehicle.Alarm
« Reply #1 on: April 27, 2017, 09:45:38 am »
Can I get more benefits?

 

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