remoteControl: Difference between revisions
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Killzone Kid (talk | contribs) No edit summary |
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|gr1= Remote Control | |gr1= Remote Control | ||
|descr= Switches on remote control of the unit. Command needs to be executed locally to the player. | |descr= Switches on remote control of the unit. Command needs to be executed locally to the player (optional prior to 2.14, forced in 2.14). | ||
If driver is remote it will get transferred to players PC. | If driver is remote it will get transferred to players PC. | ||
{{Feature|informative|There is currently no getter command for remote control, but it is possible to use a trick described in {{Link|#Example 3}}. (see also [[remoteControlled]])}} | {{Feature|informative|There is currently no getter command for remote control, but it is possible to use a trick described in {{Link|#Example 3}}. (see also [[remoteControlled]])}} |
Revision as of 16:54, 27 July 2023
Description
- Description:
- Switches on remote control of the unit. Command needs to be executed locally to the player (optional prior to 2.14, forced in 2.14). If driver is remote it will get transferred to players PC.
- Groups:
- Remote Control
Syntax
- Syntax:
- who remoteControl whom
- Parameters:
- who: Object - controlling unit
- whom: Object - controlled unit
- Return Value:
- Nothing
Examples
- Example 1:
- Set player remote control of driver:
- Example 2:
- Return control to player:
- Example 3:
- A dirty hack to return controlling unit because of the absence of dedicated getter:
Usage (could be scheduled or unscheduled):SQF_fnc_remoteControlledBy = { params ["_obj"]; if (!isNull objectParent _obj) exitWith { UAVControl _obj select 0 }; private _res = [objNull]; isNil { private _pos = getPosWorld _obj; private _dirUp = [vectorDirVisual _obj, vectorUpVisual _obj]; private _anim = animationState _obj; private _dummy = "PaperCar" createVehicleLocal [0,0,0]; _obj moveInAny _dummy; _res = uavControl _dummy; _obj setPosWorld _pos; _obj setVectorDirAndUp _dirUp; _obj switchMove _anim; deleteVehicle _dummy; }; _res select 0 };[] spawn { player remoteControl bob; systemChat str (bob call SQF_fnc_remoteControlledBy); // B Alpha 1-1:1 (KK) objNull remoteControl bob; systemChat str (bob call SQF_fnc_remoteControlledBy); // <NULL-object> };
Additional Information
- See also:
- switchCamera selectPlayer UAVControl remoteControlled
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Jun 04, 2009 - 18:55 (UTC)
-
You must use switchCamera in order to remote control a unit.
You can only remoteControl characters, e.g. if yo want to remote control a car, you have to add a driver and use
- Posted on Jan 25, 2010 - 14:35 (UTC)
-
Arma 2 v1.05:
- You can remoteControl multiple units at the same time.
- It is not needed to switchCamera to the unit to be able to control it - it is needed to be able to fire with.
- The switchCamera is fixed : the player can't change internal/external/optics view.
- Do not think about it like a selectPlayer: it is used to give the control to the vehicle role the unit is in.
- switchCamera to the vehicle the unit is in; the camera will go depending the role you are remoteControlling.
- The AI driver won't follow your vehicle move orders.
- If the player dies, the death screen will appear, not automatically turning back to the player.
- If you want to stop the remote control, use objNull as remote controller.
- Example:
player remoteControl driver jeep1; // will remoteControl it, you still will have full control of the player jeep1 switchCamera "internal"; // fix the camera to the vehicle and not to driver jeep1! waitUntil { !(alive jeep1) || !(alive player) }; objNull remoteControl driver jeep1; // removes the remoteControlling player switchCamera "internal"; // returns to the player
- Posted on Sep 17, 2020 - 03:01 (UTC)
- Far and away the easiest way to check the unit remote controlling an AI through Zeus' Remote Control module is using BIS_fnc_moduleRemoteControl_owner This will return the unit in question which you can then run name on to find the controller's name.