client_move
Move the DayZ character by simulating left stick input with x/y coordinates for a set duration, enabling precise analog walking control.
Instructions
Walk the character with the left stick. NO FOCUS NEEDED.
x is positive to the right, y positive forward, both in [-1, 1] and
clamped (and reported as clamped) beyond that. client_move(0, 1, 6) is the
measured 24 m walk. The stick is back at rest when this returns, on every
path including a failure -- a stick left engaged is a character running
forever with nobody watching.
This is the only tract that moves the character at all: keyboard emulation was measured at 0 m over 25 s with the foreground verified. It is also the only one that is ANALOG, so "walking rather than sprinting" is testable here and nowhere else.
The first call attaches a virtual controller to this machine, which the
game can see -- DayZ switches its on-screen hints to controller mode -- and
the answer says so. client_stop unplugs it.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | Yes | ||
| y | Yes | ||
| seconds | Yes |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ok | Yes | ||
| data | No | ||
| hint | No | ||
| error | No |