Kenneth Posted December 13, 2022 Share Posted December 13, 2022 (edited) To disable the player movements and also interaction with context menu. So far I found getPlayer():setBlockMovement(true) --Prevent movement keys to work local function clearContext(player, context, worldObjects, test) context:clear() end Events.OnFillWorldObjectContextMenu.Add(clearContext) --To turn of all UI on screen use if ISUIHandler.allUIVisible == true then ISUIHandler.toggleUI() end Edited December 15, 2022 by Kenneth Updated added some solutions Link to comment Share on other sites More sharing options...
Pandorea Posted December 13, 2022 Share Posted December 13, 2022 Could you give some context to this, please? Link to comment Share on other sites More sharing options...
Kenneth Posted December 13, 2022 Author Share Posted December 13, 2022 Hey so I want to prevent player from doing any actions or any states. So far I found a method that prevents player from using walk keys to move around getPlayer():setBlockMovement(true) This will prevent movement keys to not work which I want. But I also want to prevent him from interacting with object around him like opening door etc. I want to also completely hide the UI on your screen and also when right clicking an object also hide the context menu. Link to comment Share on other sites More sharing options...
Kenneth Posted December 13, 2022 Author Share Posted December 13, 2022 The reason I am doing this is I want have the effect of you monitoring a camera like cctv camera. I already got the code to hide the player and move him to a position (the shadow still shows) and I also give him ghostmode. Link to comment Share on other sites More sharing options...
stuck1a Posted December 15, 2022 Share Posted December 15, 2022 (edited) On 12/13/2022 at 12:42 PM, Kenneth said: The reason I am doing this is I want have the effect of you monitoring a camera like cctv camera. I already got the code to hide the player and move him to a position (the shadow still shows) and I also give him ghostmode. Isn't there such a feature implemented? Though I just saw something similar in the RCON interface, a command called record start|stop|play or something like this when I had planned the cutscene feature for my current project. Never used or tried it, but it sounds like this is what you are looking for. Otherwise, my first approach would be to wrap the appropriate event listeners. There you can check whether it is the target character and if not, delegate the execution flow to wrapped function. // Because of the remaining shadows: Maybe you can check the tile of those squares and overlay/stamp it over the shadow. Well again, this is a situation where I think something like a force re-render function for IsoGridSquare on Java layer would be a nice thing... But maybe there are some shader functions exposed to lua as well. Should be worth checking/trying Edited December 15, 2022 by stuck1a Link to comment Share on other sites More sharing options...
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