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@cryofrost - Here's what you can do:
1) Get in the boat, don't touch your mouse or you could activate the engine by "steering" which is an Arma default
1a) If the engine just starts no matter what for you, see below.
2) Immediately hit the "killswitch"
3) Paddle away
If you are trying this and it's not working, like as soon as you get into the boat, the engine starts even if you don't touch your mouse, then just write a little script and call it in the init of the boat.
Here's the script you should write: (name the file killswitchScript.sqf and put it next to your mission file.
Then call the script either in the init code of the boat, or with a trigger via the following:
1) Name the boat something, like "zodiac01" or whatever.
2) In the init of the boat or in a trigger, set the activation text as,
I haven't tested this, but off the top of my head I believe this should work. It might not work in the init field of the boat, so if that's the case, try the trigger and set the activation to anybody and then just make sure someone will go inside that trigger before you get into the boat. FOr testing purposes, you can set the trigger to activate with a radio command. Then, if you hear the boat make the "killswitch" sound, then you'll know the script finished.
Let me know if it doesn't work and I'll test it on my end.
If they spawn in the boat, they can get out and back in, use all the functions of your mod, no problems. When they spawn on land on the other hand, the "best" that can be done is push it around on the surface of the water, like some gaint bathtub toy. which aint much use, when you want the players to get in the boat and paddle away.
Are the steps you are following different?
I am only using your paddle mod and CBA (ofc), so its not mods.
the only thing it really could be if its not with how the script is set up, is it being an empty blufor boat, and him being redfor. which would be odd. or because he is a redfor guy from the GM DLC.
I just cant really see how that would break it.
I had my redfor as playable, and then I right clicked play as character, to test. and that makes the script not "fire" basically
set one of them as player, pressed play, and it worked as I wanted.
(edit: did a tiny further bit of testing, and it seems that its not that the character is player or not, thats the main thing, It seems to be tied with him being squad leader or not)
so sorry for bothering you, but thanks for the help provided.