FloatPilot Remote Control User Guide
For first-time remote-control users: you do not need to understand programming. Treat this document as a guide to remote commands that can be entered in the in-game chat box.
Conclusion first
FloatPilot currently includes 8 built-in /fp remote commands:
| Command | Purpose | Parameters |
|---|---|---|
/fp getplayerid |
Return the PlayerIds of the controlling and controlled characters | None |
/fp status |
Ask the current character to perform a status query | None |
/fp map <map-id> |
Navigate to a specified map | One numeric map ID |
/fp record0 |
Teleport to the respawn point | None |
/fp carine |
Teleport to the amusement park (Carine) | None |
/fp beach |
Teleport to the beginner beach | None |
/fp reconnect <delay> |
Disconnect immediately, then keep trying to reconnect after the delay | One duration with an s, m, or h unit |
/fp exit |
Run the controlled side's normal exit flow | None |
The most common examples are:
/fp status
/fp record0
/fp carine
/fp beach
/fp map 12345
/fp reconnect 10m
Important concept: who controls whom?
Remote control involves two roles:
- Controlled character: the character logged into FloatPilot App and ready to be operated.
- Controlling character: the character that sends
/fp ...chat commands in the game.
The controlling character's PlayerId must first be added to the controlled character's Remote Control PlayerId allowlist. Commands will not execute if the PlayerId is not allowlisted.
Remote commands may be sent through any chat channel supported by the program; they are not restricted to whispers. The PlayerId allowlist is the only remote-control authorization condition. A character that is not on the allowlist cannot execute a command even when its syntax is correct. Public channels expose the command text to more players, so whisper/private message is still a practical everyday choice.
First-time setup: allow one character to control another
The following assumes that a controlling character will control a controlled character.
1. Prepare the controlling character's PlayerId
PlayerId is the number the game uses to identify a character. It is not the character name or account name.
Find the controlling character's PlayerId from the game or from existing character/player information in FloatPilot. Enter a positive integer, for example:
123456
2. Open remote-control settings on the controlled character
In FloatPilot App:
- Open the controlled character's settings window.
- Find the Remote Control PlayerId allowlist section.
- Paste the controlling character's PlayerId into the input box.
- Click Add to allowlist.
- Click Apply and Save.
The PlayerId should appear in the allowlist after it is added. To revoke access, select that PlayerId in the list, click its delete button, and save the settings.
3. Test with a safe command
First, have the controlling character send this command to the controlled character:
/fp status
The controlled character's local system message should say that the status query completed, or that the character has not been initialized. After the test succeeds, use teleport or navigation commands.
Detailed command reference
/fp getplayerid
Purpose: Query the PlayerId of the controlling character that sent this command.
Input:
/fp getplayerid
Current behavior: The controlled character displays its own character name and PlayerId in a SYS message in the chat tab, then whispers the controlling character's name and PlayerId back to the sender. For example:
- Controlled-side SYS:
被控角色 playerId是 67890 - Controlling-side whisper:
主控角色 playerId是 123456
Suitable use: Obtain both PlayerIds when setting up the remote-control allowlist for the first time.
/fp status
Purpose: Ask the controlled character to perform one status query.
Input:
/fp status
Current behavior:
- Character initialized: the controlled character displays a local status-query-completed message.
- Character not initialized: the controlled character displays a local message saying that status is unavailable until initialization finishes.
Although a character status summary is created internally, the remote reply is currently only a short completion message. It does not send the complete level, map, coordinates, HP, SP, or combat statistics to the controlling character.
/fp map <map-id>
Purpose: Have the controlled character automatically navigate from the current position to a specified map.
Input format:
/fp map 12345
Replace 12345 with the actual numeric map ID. The map ID must be a positive integer from 1 to 65535; do not enter a map name.
What counts as success?
Seeing Remote command accepted only means that the navigation flow started successfully. It does not mean the character has arrived. Wait until the character arrives before sending another movement command.
Possible reasons it may not execute:
- The character does not exist or has not finished logging in.
- The character is busy, fighting, teleporting, or performing another action that cannot be interrupted.
- No route can be found from the current map to the target map.
- A water or air vehicle is needed on the route, but the vehicle could not be prepared.
- The character is currently riding a vehicle and a teleport action is blocked.
/fp record0
Purpose: Teleport to the character's respawn point.
Input:
/fp record0
This is a record-point teleport, not ordinary long-distance navigation. The command may not execute if the character is riding a vehicle, is busy, or current rules prohibit returning to the respawn point.
/fp carine
Purpose: Teleport to the amusement park.
Input:
/fp carine
This is a fixed record-point teleport and does not require a map ID. If the character is performing an action that cannot be interrupted, the system may say that the command cannot run right now.
/fp beach
Purpose: Teleport to the beginner beach.
Input:
/fp beach
This is a fixed record-point teleport and does not require a map ID. The command may be rejected if the character is riding a vehicle or is busy.
/fp reconnect <delay>
Purpose: Disconnect the controlled character immediately and start reconnecting after the requested delay.
Examples:
/fp reconnect 30s
/fp reconnect 10m
/fp reconnect 2h
The delay must be one integer followed by one case-insensitive unit:
smeans seconds, such as30s.mmeans minutes, such as10m.hmeans hours, such as2h.- The inclusive range is
5sthrough24h.
Do not enter /fp reconnect 10 without a unit. Fractions such as 1.5m, negative values, zero, and extra arguments are also rejected.
What happens after acceptance?
When the App says that remote reconnect has been scheduled, the schedule was created successfully and the character is already disconnected. It does not mean that reconnection has succeeded. The controlled side normally shows that reconnect was queued first, followed by the schedule confirmation.
- After the allowlist and syntax checks pass, the controlled character disconnects immediately.
- The first attempt waits exactly the requested duration without extra random delay.
- If that attempt fails, FloatPilot keeps retrying. Later attempts use the existing increasing delay and a small random offset so the client does not repeatedly hammer the server.
- This explicit remote request still runs when the ordinary Auto Reconnect setting is disabled.
Sending a new /fp reconnect ... replaces the previous schedule. Manually disconnecting on the controlled side or closing the App cancels it. Because a disconnected character cannot receive chat commands, there is no remote /fp reconnect cancel command.
/fp exit
Purpose: Run the controlled side's normal exit flow.
/fp exit
This command takes no arguments and ends the controlled side's current flow. Use it only when no more remote operation is needed. Unlike /fp reconnect ..., it does not schedule an automatic reconnect.
Command input rules
Commands are case-insensitive
Command names are case-insensitive. The following are treated as the same command:
/fp status
/FP STATUS
/Fp Status
For readability and to avoid extra processing by the game chat system, lowercase is recommended.
Put a space after /fp
Correct:
/fp status
Incorrect:
/fpstatus
map and reconnect each take one argument
Correct:
/fp beach
/fp map 12345
/fp reconnect 10m
Incorrect:
/fp beach now
/fp status please
/fp map
/fp map abc
/fp map 0
/fp reconnect
/fp reconnect 10
/fp reconnect 1.5m
/fp reconnect 10m extra
/fp map must be followed by exactly one valid map ID. /fp reconnect must be followed by exactly one delay from 5s through 24h. Other commands do not accept extra parameters.
The allowlist is checked before the command content
Even a correctly spelled command will not execute if the controlling character is not on the allowlist. For ordinary invalid commands, the program also avoids returning a specific unauthorized message so that authorization status is not exposed to other players.
Common scenarios
Scenario 1: Wake up a character that is waiting
Confirm that the controlling PlayerId is on the controlled character's allowlist.
Send:
/fp statusConfirm that the controlled character's App received the system message.
Send the real action, for example:
/fp record0
Scenario 2: Send a character back to the respawn point
/fp record0
This is useful when a character needs to leave a training location and return to the respawn point. After receiving the accepted message, wait for the teleport to finish. Do not immediately send another teleport command.
Scenario 3: Switch to a fixed location
Amusement park:
/fp carine
Beginner beach:
/fp beach
These commands do not require a map ID and are suitable for daily travel between fixed locations.
Scenario 4: Travel to a specified map
/fp map 12345
Use this when you know the destination map ID and want the program to plan the route automatically. This starts navigation; it is not an instant teleport. Traveling across multiple maps requires waiting for each step to complete.
Scenario 5: Reconnect an unattended character later
/fp reconnect 10m
The controlled character disconnects immediately and starts reconnecting after 10 minutes. If the server is still unavailable, FloatPilot keeps retrying without another remote command. Remember that the character is offline after acceptance and cannot receive a chat cancellation; cancel from the controlled side with a manual disconnect or by closing the App.
Scenario 6: Revoke a controlling character's permission
- Find the PlayerId in the controlled character's remote-control allowlist.
- Click Delete.
- Click Apply and Save.
- Commands sent by that character, including
/fp ..., will no longer execute.
Scenario 7: Move through several locations in sequence
Do not rapidly send multiple teleport commands, such as:
/fp record0
/fp carine
/fp map 12345
Send only one command at a time. Confirm that the previous action has completed and that the character can act again before sending the next command. Accepted only means the action started; it is not an arrival notification.
Troubleshooting
Nothing happens
Check in order:
- Does the command start with
/fp, with a space after/fp? - Is the controlling character's PlayerId on the controlled character's allowlist?
- Did you click Apply and Save after changing the allowlist?
- Was the command actually sent by the allowlisted character?
- Is the controlled character still logged in and connected?
- Prefer whisper/private messages to avoid other text in a public channel.
The message says the remote command is invalid
This usually means the command or parameter is wrong, or the map/reconnect format is invalid. Compare it with the command table, especially:
- Is a map ID present after
/fp map? - Is the map ID a positive integer from
1to65535? - Does
/fp reconnecthave exactly one integer duration with ans,m, orhunit? - Is the reconnect delay within
5sthrough24h? - Did extra text accidentally follow
status,beach,carine, orrecord0?
The message says the command cannot run right now
The command format is probably correct, but the program could not start the world action at that moment. Stop combat, teleporting, shop/NPC conversations, or other busy flows first, wait a few seconds, and try again. For /fp map <map-id>, also confirm that a usable route exists from the current map.
The controlling character cannot see a reply
/fp getplayerid whispers its result back to the controlling character. Results from other remote commands are mainly written to the controlled character's local system chat/message area. If the controlling character does not receive the getplayerid reply, confirm that the controlled character is still online, the controlling PlayerId is allowlisted, and the controlling character can still be resolved in the controlled side's online-player list.
Remote commands not currently provided
The current /fp command list contains only the 8 items documented in this guide. The following are not registered /fp commands:
/fp help
/fp start
/fp stop
/fp walk
/fp battle
/fp item
/fp npc
These examples may be added in the future, but entering them now will not be accepted by the current remote-command table.
One-page quick reference
# Return both controlling and controlled PlayerIds
/fp getplayerid
# Query character status (currently reports completion only, not full statistics)
/fp status
# Automatically navigate to a map ID
/fp map 12345
# Fixed-location teleport
/fp record0
/fp carine
/fp beach
# Disconnect now, then keep reconnecting after 10 minutes
/fp reconnect 10m
# Normal exit (no automatic reconnect)
/fp exit