remoteControl: Difference between revisions

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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. The command was {{Icon|globalArgument|32}} prior to {{GVI|arma3|2.14}}). For more info see [[Remote Control Tutorial]].
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}}.}}
If the drone is remote it will get transferred to the player's PC.
{{Feature|informative|See also [[remoteControlled]], [[isRemoteControlling]], and {{Link|#Example 4}} for a getter workaround for earlier game versions.}}
{{Feature|warning|Always use [[switchCamera]] first (when needed) before using [[remoteControl]] as doing it after may lead to unpredictable results.}}


|s1= who [[remoteControl]] whom
|s1= who [[remoteControl]] whom
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|x1= Set player remote control of driver:
|x1= Set player remote control of driver:
<sqf>
<sqf>
driver UAV switchCamera "Internal"; // switchCamera required
player remoteControl driver UAV;
player remoteControl driver UAV;
driver UAV switchCamera "Internal"; // switchCamera required
// sometimes switchCamera is not needed
// sometimes switchCamera is not needed
player remoteControl driver UAV;
player remoteControl driver UAV;
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|x2= Return control to player: <sqf>objNull remoteControl driver UAV;</sqf>
|x2= Return control to player: <sqf>objNull remoteControl driver UAV;</sqf>


|x3= A dirty hack to return controlling unit because of the absence of dedicated getter:
|x3= {{GVI|arma3|2.14|size= 0.75}} Return control to player:
<sqf>player remoteControl objNull;</sqf>
 
|x4= A dirty hack to return controlling unit because of the absence of dedicated getter:
<sqf>
<sqf>
SQF_fnc_remoteControlledBy =
SQF_fnc_remoteControlledBy =
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</sqf>
</sqf>


|seealso= [[switchCamera]] [[selectPlayer]] [[UAVControl]]
|seealso= [[switchCamera]] [[selectPlayer]] [[UAVControl]] [[remoteControlled]] [[isRemoteControlling]] [[cameraOn]] [[focusOn]]
}}
}}


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|user= thedawnofallwars
|user= thedawnofallwars
|timestamp= 20200917030100
|timestamp= 20200917030100
|text= Far and away the easiest way to check the unit remote controlling an AI is using [[BIS_fnc_moduleRemoteControl_owner]]
|text= 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.
This will return the unit in question which you can then run name on to find the controller's name.



Latest revision as of 10:55, 5 September 2023

Hover & click on the images for description

Description

Description:
Switches on remote control of the unit. The command was GAGlobal prior to Arma 3 logo black.png2.14). For more info see Remote Control Tutorial. If the drone is remote it will get transferred to the player's PC.
See also remoteControlled, isRemoteControlling, and Example 4 for a getter workaround for earlier game versions.
Always use switchCamera first (when needed) before using remoteControl as doing it after may lead to unpredictable results.
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:
driver UAV switchCamera "Internal"; // switchCamera required player remoteControl driver UAV; // sometimes switchCamera is not needed player remoteControl driver UAV;
Example 2:
Return control to player:
objNull remoteControl driver UAV;
Example 3:
Arma 3 logo black.png2.14 Return control to player:
player remoteControl objNull;
Example 4:
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:
switchCamera selectPlayer UAVControl remoteControlled isRemoteControlling cameraOn focusOn

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
TeRp - c
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
player remoteControl driver someVehicle
Lou Montana - c
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

thedawnofallwars - c
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.
private _name = "-"; _who = _unit getVariable ["BIS_fnc_moduleRemoteControl_owner", objNull]; if (!isNull _who) then { _name = name _who; };