addAction (VBS2)
From Bohemia Interactive Community
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Introduced in
- Game:
- Virtual Battlespace 2
- Version:
- 1.20
Description
- Description:
- Add an entry to the action menu of an object. The action is usable by anyone, but can only be activated when in proximity to the 'object' (e.g. buildings). Adding an action to the player obviously makes that action available to the player at all times.
In the case of no action list currently set for the object (e.g. most buildings), adding an entry creates an action list for that object.
Parameters of the called script:
An array of parameters is passed to the called script:
[target, caller, ID]
Syntax
- Syntax:
- Number = Unit addAction ["title", "filename"]
- Parameters:
- Unit: Person or Vehicle - Object to assign the action to
- title: String - The action name which is displayed in the action menu.
- filename: String - File and Path relative to the mission folder. Called when the action is activated. Depending on the file extension (*.sqf/*.sqs) the file is executed with SQF or SQS syntax.
- Return Value:
- positive Number or Nothing
The ID of the action is returned, IDs are incrementing. The first given action to each unit has got the ID 0, the second the ID 1 etc. ID's are also passed to the called script and used to remove an action with removeAction.
Alternative Syntax
- Syntax:
- Number = Unit addAction ["title", "filename", arguments, priority, showWindow, hideOnUse, "shortcut", "condition"]
- Parameters:
- Unit: Person or Vehicle
- title: String - The action name which is displayed in the action menu.
- filename: String - Path to the script that is called when the action is activated. Relative to the mission folder.
- arguments: Anything - Arguments to pass to the script (will be (_this select 3) for the script)
- priority: Number - Priority value of the action. Actions will be arranged descending according to this. Every game action has a preset priority value. Value can be negative. Actions with same values will be arranged in order which they were made, newest at the bottom.
- showWindow: Boolean - If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off.
- hideOnUse: Boolean - If set to true, it will hide the action menu after selecting that action. If set to false, it will leave the action menu open and visible after selecting that action, leaving the same action highlighted, for the purpose of allowing you to reselect that same action quickly, or to select another action.
- shortcut: String - One of the key names defined in bin.pbo (e.g. "moveForward"). If none should be defined pass an empty string ("").
- condition: String - (optional, default:true) Code that must return true for action to be shown. Variables "_target" (unit action is attached to) and "_this" (executing unit) can be used in the evaluation.
- Return Value:
- positive Number or Nothing
The ID of the action is returned, IDs are incrementing. The first given action to each unit has got the ID 0, the second the ID 1 etc. ID's are also passed to the called script and used to remove an action with removeAction.
Examples
- Example 1:
- player addAction ["Hello", "hello.sqs"]
- Example 2:
_genAct = generator addAction ["Switch on generator", "activate_generator.sqs"]
activate_generator.sqs:
_gen = _this select 0 _id = _this select 2 ; remove the action once it is activated _gen removeAction _id
This example shows an action called "Switch on generator" added to an object with the name 'generator'. As soon as the player gets close to this object, he can execute the given action via the action menu. Then the script 'activate_generator.sqs' is executed, which in our example only removes the action from the generator.
Additional Information
- Multiplayer:
- Behaviour unknown.
- See also:
- removeAction

