Simulates a user input, using a script or ASI.
Toggled options reset themselves, while other actions keep their state, until set to zero again.
Be aware that some actions have to be reset to 0, before switching to an opposing action (for example, before switching from "CarForward" to "CarBack", one should wait until the vehicle is stationary). As the same applies to steering, but since it is not easy to determine the steering angle, a better option is to use negative values (for example, instead of
In V2.08+, actions can be defined using their DIK KeyCodes (hexadecimal or decimal). This simulates pressing the respective key (for example, #17 to simulate the W key). Unlike assignments, using their name (for example, "MoveForward"), simulating keys executes any action assigned to this key (for example, if walking, then W executes "MoveForward", but when in a car it executes "CarForward").
Note: Be aware that number keys (at top of the keyboard) and Backspace cannot be simulated this way. Key combinations can be defined by passing an array with two elements - one for each key to be pressed.
|Syntax:||action setAction amount|
|Syntax:||[action,object] setAction amount (V1.31+)|
Player moves forward:
|See also:||setExternalControl, remoteControl, inputAction, VBS Key Actions|