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I can change that to check if PB has access to the cockpit (same check that GridTerminalSystem uses) instead.
Or do you mean you can't get the input dictionary in the first place? is it always empty (it has to have the analog ones at least)? is it throwing an error?
Also, you shouldn't use nobody-owned because players can take ownership of those so kinda defeats the point. I think you need to make PB and cockpit owned by an NPC (or something enemey to the players) and have the cockpit be shared with all.
I do think the sollution you mention in your first paragraph would be a good one. But I am only one person. And you (as the programmer) have to find this a good solution too, of course. I think it would fit the syntax of SE though.
Both the PB and the Cockpit is owned by an NPC (same faction as the player). The PB is shared with none. And the Cockpit is shared with faction. You are correct there.
Can you use it while doing that scenario and let me know if you find any issues (it's unlisted):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3036873243
I'll replace this version with that if no issues are found... when are you planning on finishing the scenario? Is it like hours, days, weeks+, whenever it's ready? :P As I wouldn't recommend publishing it with the test mod.
Only think I noticed is, that you made it transfere existing settings from the block name to Custom Data. Very nifty :) Though it didn't do this when my PB was unaccessable.Very minor thing though.
Of course I would not release anything with a test mod :) The only think I need to do with my scenario, is to transfere ownership to my NPC. Make blocks that need it, unaccessable. And do a final multiplayer test. My scenario has been dormant for around a year. As i could not figure out how to make it run on a dedicated server. But this time I managed to make it run
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3037041055
To use: you need to enter the cockpit and hit [1] to access the remote.
Many things in the script in this car won't make sense, as it is dependent on the scenarios script-part to work. But it is fully drivable as is.
I forgot to mention that when I initially tried out your mod; Without using the Seat Name Filter, it would activate the thrusters without any modifications to my script. When I added "remote" to the filter it stopped doing that. I didn't chace this weird behaviour further. As I was just exited to have a functional Shift key :)
I could probably dig up the old script from a backup, if interested.