modded class DayZPlayerImplement { //! DayZPlayer Command handler override override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) { // call parent super.CommandHandler(pDt,pCurrentCommandID,pCurrentCommandFinished); // test our input :: Local Values - not transfered to server !!! // UAInput localInput = GetUApi().GetInputByName("UAPerformNewAction"); // analog value (depends on controls type) // Print( "UAPerformNewAction - Value is:" + localInput.LocalValue() ); // events (can be limited by configuration) if( localInput.LocalPress() ) Print( "PRESS :: UAPerformNewAction" ); if( localInput.LocalRelease() ) Print( "RELEASE :: UAPerformNewAction" ); if( localInput.LocalClick() ) Print( "CLICK :: UAPerformNewAction" ); if( localInput.LocalDoubleClick() ) Print( "DOUBLE CLICK :: UAPerformNewAction" ); if( localInput.LocalHold() ) Print( "HOLD :: UAPerformNewAction" ); // test scripted input 1 // UAInput scriptedInput1 = GetUApi().GetInputByName("UAScriptedInput1"); if( scriptedInput1.LocalValue() != 0 ) Print( "UAScriptedInput1 :: " + scriptedInput1.LocalValue() ) // test scripted input 2 // UAInput scriptedInput2 = GetUApi().GetInputByName("UAScriptedInput2"); if( scriptedInput2.LocalValue() != 0 ) Print( "UAScriptedInput2 :: " + scriptedInput2.LocalValue() ) } }