addAction

From Bohemia Interactive Community
Jump to: navigation, search
Introduced with Arma 3 version 0.50
  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Arma 3
Version:
0.50

Description

Description:
Arma 3 logo black.png
This command syntax is for Arma 3 only. For TKOH and older versions see addAction TKOH

Adds an entry to the action menu of an object (scroll wheel menu). The action can only be activated when in proximity to the object (default 50m). Adding an action to the player obviously makes that action available to the player at all times. The appearance of onscreen text could be further tweaked with setUserActionText. For event handling of user interaction see inGameUISetEventHandler.

🛈
In Arma 3 addAction does not work on animals, this is intended behavior.
Introduced with Arma 3 version 1.63
Two new params are available: radius and unconscious
Introduced with Arma 3 version 1.69
New param is available: selection
Introduced with Arma 3 version 1.81
New param is available: memoryPoint & radius param is now always referencing distance between player eye position (eyePos) and object selection, memory point or [0,0,0]; in this order, depending on what params are supplied to the command.

Syntax

Syntax:
object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]
Parameters:
object:
Object - unit, vehicle or static object
title:
String - The action name which is displayed in the action menu, may contain XML like syntax. Because of that < and > symbols will be interpreted as opening and closing XML tags. To avoid this use &lt; for < and &gt; for >. The title text can be changed with setUserActionText
script:
String or Code - Either path to the script file, relative to the mission folder or string with code or the actual script code. If the string is a path to script file, the script file *must* have extension .SQS or .SQF. The script, whether it is a file or a code, will run in scheduled environment, i.e. it is ok to use sleep.
  • Parameters array passed to the script upon activation in _this variable is:
    params ["_target", "_caller", "_actionId", "_arguments"];
    
  • target (_this select 0): Object - the object which the action is assigned to
  • caller (_this select 1): Object - the unit that activated the action
  • ID (_this select 2): Number - ID of the activated action (same as ID returned by addAction)
  • arguments (_this select 3): Anything - arguments given to the script if you are using the extended syntax

arguments:
Anything - (Optional, default nil) arguments to pass to the script (will be _this select 3 inside the script). If Array is used as an argument for example, its 1st element reference would be _this select 3 select 0

priority:
Number - (Optional, default 1.5) priority value of the action. Actions will be arranged in descending order according to this value. Every game action has a preset priority value. Value can be negative or decimal fraction. Actions with same values will be arranged in order which they were made, newest at the bottom. The bigger the number the higher the action will be positioned on the menu. Typical range is 0 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on')

showWindow:
Boolean - (Optional, default true) if set to true, players see "Titletext" at mid-lower screen, as they approach the object. Only the title text for the action with highest priority and 'showWindow true' will be shown. Setting it to false disables the feature

hideOnUse:
Boolean - (Optional, default true) 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 - (Optional, default "") one of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command

condition:
String - (Optional, default "true") script code that must return true for the action to be shown. Special variables passed to the script code are _target (object to which action is attached to) and _this (caller/executing person)

  • condition is evaluated on each frame in non-scheduled environment.
  • condition is not evaluated if a dialog is open.
  • If action is added to an object (and not to player) condition will only get evaluated IF player is closer than ~50m to the object surface AND is looking at the object.
  • If action is added to player, condition is evaluated all the time.

radius:
Number - (Optional, default 50) 3D distance in meters the unit activating the action must be within to activate it. -1 disables this radius

unconscious:
Boolean - (Optional, default false) if true will be shown to incapacitated player (see setUnconscious, lifeState)

selection:
String - (Optional, default "") named selection in Geometry LOD to which the action is attached

memoryPoint:
String - (Optional, default "") memory point on the object to which the action is attached. If selection is supplied, memoryPoint is not used

Return Value:

Number - The ID of the action is returned. Action can be removed with removeAction (see also removeAllActions. IDs are incrementing, the first given action to each unit has the ID 0, the second the ID 1, etc. IDs are also passed to the called script (see script parameter)

Examples

Example 1:
// short and sweet player addAction ["a useless action that does nothing", {}]; player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", {hint "RED"}]; player addAction ["Hint Hello!", { hint format ["Hello %1!", name player] }]; player addAction ["String Exec", "hint 'this is also compiled'"];
Example 2:
_actionID = player addAction ["Exec the file", "scriptFile.sqf"] scriptFile.sqf: hint str _this;
Example 3:
// create object on the server and add action to the object on every client if (isServer) then { _object = "some_obj_class" createVehicle [1234, 1234, 0]; [_object, ["Greetings!", {hint "Hello!"}]] remoteExec ["addAction"]; };
Example 4:
Default parameters:this addAction [ "<title>", { params ["_target", "_caller", "_actionId", "_arguments"]; }, [], 1.5, true, true, "", "true", // _target _this 50, false, "", "" ];

Additional Information

Multiplayer:
-
See also:
actionIDsactionParamssetUserActionTextinGameUISetEventHandlershowHUDinputActionremoveActionremoveAllActionsactionBIS_fnc_holdActionAdd

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on May 02, 2018 - 13:44 (UTC)
Dedmen
If you want to replicate vanilla Actions like "Treat yourself" where the scroll menu only shows text and it displays the icon mid-screen you can use private _action = player addAction ["Heal", {}]; player setUserActionText [_action , "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];

Bottom Section