Here's the script I've pieced together from some teleporting script.
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wait 5;
for ( i = 0; i <players.size; i++ ) { if( self player_is_near_pad( players[i] ) ) { players_in[players_in.size] = players[i]; players[i] FreezeControls( true ); } }
wait 10; for ( i = 0; i <players_in.size; i++ ) {
players_in[i] FreezeControls( false );
}
}
However... this freezes everything so the player can't move. How can I make it so the player can look around?? More importantly... if there is more than 1 player will this freeze everyone?? and how can I make it so everyone playing can look around?
Last Edit: September 18, 2013, 01:35:40 am by GrantDaddy007
Just use the dvar g_walk and set it to 0 to freeze the player and when u dont want to freeze the player put it back to what it was originally. Like this:
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self setsaveddvar ( "cg_fov", 80 );
wait 30;
self setsaveddvar ( "cg_fov", 65 );
just replact the stuff in the parentheses with the code i told u and the value you want.
Last Edit: September 18, 2013, 10:57:13 am by n123q45
Just use the dvar g_walk and set it to 0 to freeze the player and when u dont want to freeze the player put it back to what it was originally. Like this:
Code Snippet
Plaintext
self setsaveddvar ( "cg_fov", 80 );
wait 30;
self setsaveddvar ( "cg_fov", 65 );
just replact the stuff in the parentheses with the code i told u and the value you want.
Well after messing with several things... the best solution for what I'm going for is to remove the players ability to jump. I've pieced together some script from tom's anit-jump thread. It's simple and it does the job! 8)