Arma 3
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Realistic Auto Pilots (Unstable)
   
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Data Type: Mod
File Size
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63.480 KB
12 Dec, 2020 @ 3:11pm
20 Dec, 2020 @ 5:44pm
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Realistic Auto Pilots (Unstable)

Description
Unstable version of my auto pilots mod, use with caution
8 Comments
Blockdude  [author] 1 Jan, 2021 @ 5:23pm 
Keybindings are added via CBA's keybinds which sadly do not allow for HOTAS bindings.
Reed 1 Jan, 2021 @ 1:56pm 
How are you adding keybinds? Keyboard only seems to work. Cant add a hotas key bind unless you use a cba user action.
Millenwise 20 Dec, 2020 @ 11:57pm 
Yep, looks like it's all working. Nice.
Blockdude  [author] 20 Dec, 2020 @ 5:46pm 
@Millenwise I have debugged and corrected the code. I haven't tested too deep, but everything seems to be working correct now. Could you check it and let me know how it goes?
Blockdude  [author] 13 Dec, 2020 @ 10:19pm 
There should already be a check for bind per action
Millenwise 13 Dec, 2020 @ 3:49pm 
So, in fn_AddAuto.sqf just add these lines before the addActions:

_autoPilots = ["hal_altKey","hal_althdgKey","hal_pathKey","hal_attKey","hal_posKey","hal_thrKey"];

if (({(((["HAL Autopilots",_x] call CBA_fnc_getKeybind) select 5) select 0) == -1} count _autoPilots) > 0) exitWith {systemChat "Keybind found, addActions will not be added"};

This should prevent any of the addActions being added if just one of the actions has a key assigned. HOWEVER, the key bind will need to be set before starting a mission to prevent the actions being added. Obviously, you could adapt this check to individual actions themselves.
Blockdude  [author] 13 Dec, 2020 @ 12:15pm 
Feel free to poke around at the files and let me know if you find or fix anything. I'll likely install ArmA in the next few days and look at it myself as well. Thanks for helping out with debugging :)
Millenwise 13 Dec, 2020 @ 2:10am 
"Script hal_autopilot\fn_ApplyAuto.sqf not found"

But I saw that you said you don't have Arma 3 installed anymore, so no dramas. I'd still be happy to have a look at it myself though and pass you the results.