Haven't tried your custom controls thing yet, Lucid.
The idea is just that we should be able to easily control characters in cutscenes - if I just use X Velocity, the player moves, but the animations will be off, cause the velocity and the animation loop doesn't sync properly - or I'll have to precisely time it, which breaks in cases where a cutscene starts and the player could stand anywhere on the screen, but now has to go to X.
That's the whole issue. It'd have to be like a script, remote controlling the players movement.
If Cutscene 01 is '1', simulate player move to X.
Which means that the player would move to X and the exact settings that I set-up in the platform behavior would still apply. Doing it over X Velocity won't ever work in those cases.
I think you misunderstand me
with the custom controls (or the built in mouse/keyboard, if they fixed that feature)
you can use Set Control State to simulate a control press
using setcontrolstate will make the character behave exactly as they do when you use the keyboard or a controller
it's doing the same exact thing, you're basically using events as the controller instead of mouse keyboard or 360 pad
so it does exactly what you're asking for, it simulates controller presses
so if you wanted it to move like you're pressing a little bit to the right, you can say
Set Control State ("Move Right", 0.3)
or if you want it to be like you just pressed the jump button
you can say Set Control State ("Jump",1)
of course you have to set up extra events to know when a character gets somewhere to stop setting the control state and stop running
btw, if the mousekeyboard one isn't working
you can use the one in my plugin, without setting up all the custom control stuff, you could just use it for the SetControlState action to do that one thing, without worrying about setting up the control system in any other way