Solved How to disable manual steering

Discussion in 'Mod Support' started by Stiegfried, Jun 24, 2018.

  1. Stiegfried

    Stiegfried
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    Feb 17, 2018
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    Hello everyone,

    I know this might sound a little weird but I would like to disable steering inputs from the drive in a scenario. I know you can't change the steering manually while the ai is enabled but I want to disable steering without the ai and I can't figure out how the ai turns the manual input off.

    Has anybody an idea on how to do this?

    Thanks in advance,
    Stiegfried
     
  2. metalmuncher

    metalmuncher
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    You can override the user's input by overwriting electrics.values.steering_input each gfx frame.
     
  3. aljowen

    aljowen
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    You could remove or change the steering binding in your settings if you only need a temporary method.
     
  4. Stiegfried

    Stiegfried
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    Where would I do that? And would I be able to de-/reactivate the real steering input without loosing too much performance?

    That might be a solution to my problem if I can delete and reassign the keybinding automatically by the lua file of a scenario. I can't find the bindings in the console though. Any idea where I might find it? Only tried dump(settings.getValues()) so far.


    Also I found the setting 'disableSteeringwheel' which doesn't seem to do anything for me. But I don't have a hardware steeringwheel. Therefor I suspect this to only deactivate real hardware steeringwheels which in fact would be totally fine for my purposes.
     
  5. metalmuncher

    metalmuncher
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    I've done it within a vehicle lua extension before, not sure if there would be issues if it was from a scenario for example. Performance seemed pretty much unaffected, I was doing PID control of the steering with no issues.

    Also I would guess the disablesteeringwheel is the setting that hides the ingame steering wheel from the interior of the cars.
     
  6. torsion

    torsion
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    I doubt that there would be a big performance impact. You'd create a function which does a check to decide whether or not to overwrite that electronics value. Then you'd map it to the updateGFX hook like M.updateGFX = myFunction()

    I didn't really read it, but this might be a decent example:
    lua\vehicle\controller\postCrashBrake.lua

    edit: oops, my mistake! I didn't see metalmuncher's last reply. Sorry folks!
     
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