benargee 20 Posted October 30, 2014 (edited) Hey, pretty straight forward question. Is it possible to make a script directly control player input? Say I want to turn the the wheel on my truck to a certain degree or so, that I am driving. Another example is I want to beable to control a helicopter via script. Please do not send me to https://community.bistudio.com/wiki/BIS_fnc_UnitPlay. I already know about it and its not the effect I'm after. Im really looking for the opposite of this command: https://community.bistudio.com/wiki/actionKeys actionKeys is the "get" command. now I'm looking for the "set" version of this command. Edited October 30, 2014 by Benargee correct link Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted October 30, 2014 I know ways you can do that with addaction, maybe radio. Would that be fine? Share this post Link to post Share on other sites
benargee 20 Posted October 30, 2014 No, sorry. I'm looking for analog input of what would normally be done with a controller/keyboard/mouse. Share this post Link to post Share on other sites
jshock 513 Posted October 30, 2014 Just to clarify for all looking at this, I'm getting that you pretty much want to be able to "slave" a vehicle with the players inputs being it's controls, without the player actually being in the vehicle. Similar to a drone. Share this post Link to post Share on other sites
Tajin 349 Posted October 31, 2014 Nope, you can't do that directly. Your best bet is to simulate the steering-effects with commands that rotate or change the velocity of the vehicle. It's also possible to let an AI take control of a player-vehicle and force him to watch. But I think that's not what you're looking for. Anyway, as always: What exactly are you trying to achieve? We might be able to propose alternative solutions if we know what this is about. Share this post Link to post Share on other sites
iceman77 19 Posted October 31, 2014 https://community.bistudio.com/wiki/remoteControl Not what you're after probably. But interesting atleast. Share this post Link to post Share on other sites
f2k sel 164 Posted October 31, 2014 A keystroke recorder/player would be far better than Unitplay as all actions could be played out, engine on, throttle, lights ect. Not only that you could easily play it from different positions on the map as it wouldn't be tied to the map co-ords. Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted November 1, 2014 Was your question answered/did you find a solution? If its SP I still have the addaction method which you could use (look at a laptop and then take control) of course you may not want that so yea... Share this post Link to post Share on other sites
pingopete 26 Posted March 2, 2015 Has anyone found anything new on this? I've compiled my own findings on another post about the same issue, however as this is my first post I can't link, you'll have to search the forums for Enable manipulating "inputAction". Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted March 2, 2015 this addEventHandler ["keydown" other stuff] setplayer helicopterpilot helipilot addeventhandler keydown, setplayer original unit. Probably not it, but thats all I got. if anyone wants to use this to get farther go for it. Share this post Link to post Share on other sites
pingopete 26 Posted March 5, 2015 this addEventHandler ["keydown" other stuff]setplayer helicopterpilot helipilot addeventhandler keydown, setplayer original unit. Probably not it, but thats all I got. if anyone wants to use this to get farther go for it. Did this allow you to control vehicle input via script? I'll have to give it a try, thanks for the info. I have made a request for this feature on the ARMA 3 Community Issue Tracker, please +1 if you agree! Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted March 6, 2015 You need to use displayAddEventHandler to process keystrokes. (findDisplay 46) displayAddEventHandler ["KeyDown", {if((_this select 1) == 17) exitWith {hintSilent "Key ""W"" pressed.";};}]; If you make the EH return "true", it'll override the engine's default keystroke handling. 1 Share this post Link to post Share on other sites
pingopete 26 Posted March 7, 2015 You need to use displayAddEventHandler to process keystrokes. (findDisplay 46) displayAddEventHandler ["KeyDown", {if((_this select 1) == 17) exitWith {hintSilent "Key ""W"" pressed.";};}]; If you make the EH return "true"' date=' it'll override the engine's default keystroke handling.[/quote'] Thank you. sorry to be so needy (I've barely worked with EH's) but how might one go about performing that key with commands i.e. making the player/ai perform that action? Share this post Link to post Share on other sites