remoteControl: Difference between revisions
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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Switches on remote control of the unit. Command needs to be executed locally to the player. If driver is remote it will get transferred to players PC. | | Switches on remote control of the unit. Command needs to be executed locally to the player. If driver is remote it will get transferred to players PC. There is currently no getter command for remote control, but it is possible to use a trick described in Example 3. |= Description | ||
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| who '''remoteControl''' whom |= Syntax | | who '''remoteControl''' whom |= Syntax | ||
|p1= who: [[Object]] - | |p1= who: [[Object]] - controlling unit |= PARAMETER1 | ||
|p2= whom: [[Object]] - | |p2= whom: [[Object]] - controlled unit |= PARAMETER2 | ||
|p3= |= PARAMETER3 | |p3= |= PARAMETER3 | ||
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|x2= Return control to player:<code>[[objNull]] [[remoteControl]] [[driver]] UAV;</code>|= EXAMPLE1 | |x2= Return control to player:<code>[[objNull]] [[remoteControl]] [[driver]] UAV;</code>|= EXAMPLE1 | ||
|x3= A dirty hack to return controlling unit because of the absence of dedicated getter: | |||
<code>SQF_fnc_remoteControlledBy = | |||
{ | |||
[[params]] ["_obj"]; | |||
[[if]] (![[isNull]] [[objectParent]] _obj) [[exitWith]] { [[UAVControl]] _obj [[select]] 0 }; | |||
[[private]] _res = <nowiki>[</nowiki>[[objNull]]]; | |||
[[isNil]] | |||
{ | |||
[[private]] _pos = [[getPosWorld]] _obj; | |||
[[private]] _dirUp = <nowiki>[</nowiki>[[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 | |||
};</code> | |||
Usage (could be scheduled or unscheduled): | |||
<code>[] [[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> | |||
};</code>|=Example3 | |||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[switchCamera]], [[selectPlayer]] |= SEEALSO | | [[switchCamera]], [[selectPlayer]], [[UAVControl]] |= SEEALSO | ||
| |= MPBEHAVIOUR | | |= MPBEHAVIOUR |
Revision as of 14:48, 27 January 2019
Description
- Description:
- Switches on remote control of the unit. Command needs to be executed locally to the player. If driver is remote it will get transferred to players PC. There is currently no getter command for remote control, but it is possible to use a trick described in Example 3.
- Groups:
- Uncategorised
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:
player remoteControl driver UAV; driver UAV switchCamera "Internal"; //switchCamera required //sometimes switchCamera is not needed player remoteControl driver UAV;
- Example 2:
- Return control to player:
objNull remoteControl driver UAV;
- Example 3:
- A dirty hack to return controlling unit because of the absence of dedicated getter:
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 };
Usage (could be scheduled or unscheduled):[] 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:
- switchCameraselectPlayerUAVControl
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
Notes
- TeRp
-
You must use switchCamera in order to remote control the unit and.
You can only remoteControl characters, e.g. if yo want to remote control a car, you have to add a driver and use
"player remoteControl driver someVehicle". - Posted on Jan 25, 2010 - 14:35 (CEST)
- Lou Montana
- Arma 1.05 :
- 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