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Unable to use ACE Interaction Keys in Wasteland mission


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#1
KRDucky

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I figured this was a Wasteland issue not an ACE issue since the ACE keys work on other ACE missions just fine. I loaded the ACE modules into the mission but when running as a dedicated server, NO ONE who connects can use the ACE interaction keys. Usually defined as Right Windows and App Menu keys on the keyboard but can also be changed ingame. For example mine are App Menu key and Shift+LeftWindows.

 

These keys enable users to look in cargo of vehicles, bring up range tables, put on gas masks, put in earplugs, deploy bipods, load bikes into vehicles, tow, etc.

 

Is there something I have to add to the mission files to enable these keys?





#2
KiloSwiss

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I'm pretty sure it has something to do with the onKeyPress.sqf and the "//Setup Key Handler" Code in the "client\init.sqf"

//Setup Key Handler
waituntil {!(IsNull (findDisplay 46))};
(findDisplay 46) displaySetEventHandler ["KeyDown", "_this call onKeyPress"];
Greez KiloSwiss

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#3
KRDucky

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I'm pretty sure it has something to do with the onKeyPress.sqf and the "//Setup Key Handler" Code in the "client\init.sqf"

//Setup Key Handler
waituntil {!(IsNull (findDisplay 46))};
(findDisplay 46) displaySetEventHandler ["KeyDown", "_this call onKeyPress"];
Greez KiloSwiss

 

could you suggest a possible solution for that block of code? Is it nullifying key 46? Or would I have to add the event handler to that block? like maybe I have to set a predetermined interaction key for all?  



#4
Viba

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That adds an eventhandler so that when you press down a key, it launches the script that is compiled as onKeyPress in the clientCompiles.sqf.

 

onKeyPress.sqf then detects what key you pressed down and acts accordingly, there's a switch statement that checks it.

You can check for keys either by using the codes you can find in the BIS wiki or by making a check for special actions that the user has binded in their controls, then assign some function that should be executed once the player presses that key in the switch statement.

 

http://community.bis.../ListOfKeyCodes

https://community.bi...wiki/actionKeys


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#5
KRDucky

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That adds an eventhandler so that when you press down a key, it launches the script that is compiled as onKeyPress in the clientCompiles.sqf.

 

onKeyPress.sqf then detects what key you pressed down and acts accordingly, there's a switch statement that checks it.

You can check for keys either by using the codes you can find in the BIS wiki or by making a check for special actions that the user has binded in their controls, then assign some function that should be executed once the player presses that key in the switch statement.

 

http://community.bis.../ListOfKeyCodes

https://community.bi...wiki/actionKeys

Can I use this script to launch the ACE interaction scripts? What about my issue of not being able to use the ACE medical part? Can I reroute the damage indicator to work with ACE wounding? 



#6
Viba

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I don't know how ACE works so can't answer that, sorry.


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#7
KRDucky

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Ohshitsarge provided the code from his project and the ACE keys work but the "E" keys for the stores do not work. Any clues? I have not modified the code from his github when testing the ACE additions. 

 

https://github.com/c...teland_WmD_edit

 

I looked at the onkeypress script but could not tell what was different.



#8
Talamander

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Any word on if you succeeded?



#9
KRDucky

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I received a WiP version someone else had done where ACE was working correctly. But from stock, no. I kind of abandoned the project after I switched to ArmA 3. People expressed interest in the mission but never actually played etc. I had working models and such that just needed a couple tweaks.






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