I ended up solving this issue by simply adding an action after the unitPlay is done playing:
_heli1movedata = [LOTS OF COORDINATES OMITTED TO MAKE THIS POST SHORT];
_heli1playback = [heli1, _heli1movedata] spawn BIS_fnc_UnitPlay;
sleep 55;
player action ["Eject", vehicle player];
The playback itself lasts ~60 seconds, where ~5 seconds are spent on ground. I therefore eject the player 5 seconds before the playback ends (and the helicopter starts moving on its own).
I hope this can be helpful for others stuck with this problem, instead of trying to fiddle too much with the questionable helicopter AI.
It can be changed in the file named (InputUserSettings).
This is how I set up the mouse wheel for scrolling through the inventory.
Action Inventory_PrevPage {
InputSource InputSourceSum "{5DF76AF925E2DA0B}" {
Sources {
InputSourceValue "{5DF76AF925E2C52B}" {
FilterPreset "up"
Input "mouse:wheel+"
}
}
}
}
Action Inventory_NextPage {
InputSource InputSourceSum "{5DF76AF927520BD0}" {
Sources {
InputSourceValue "{5DF76AF927520AF8}" {
FilterPreset "down"
Input "mouse:wheel-"
}
}
}
}
Hey,
I'm encountering an issue where my bindings to scope in and out are conflicting with my mute keys. I attempted to rebind the function to my mouse wheel, but it isn't being recognized.
Is there a solution, perhaps a config document or something, where I can adjust the keybindings to enable zooming by scrolling the mouse wheel up and down?
Thanks for this. Was able to get it to work quite easily but for the image i used it needed 2200W to about 675 Height. Only took a few tries to get it properly spaced.