BIS fnc holdActionAdd: Difference between revisions
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{{RV|type=function | {{RV|type=function | ||
| arma3 | |game1= arma3 | ||
|1.62 | |version1= 1.62 | ||
|arg= global | |arg= global | ||
| Adds an action to an object which requires the user to hold a key to perform the action.<br> | |eff= local | ||
|gr1 = Interaction | |||
|descr= Adds an action to an object which requires the user to hold a key to perform the action.<br> | |||
Available official icons as of {{arma3}} '''v2.00''' : <spoiler> | Available official icons as of {{arma3}} '''v2.00''' : <spoiler> | ||
* "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_'''loadVehicle'''_ca.paa" | * "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_'''loadVehicle'''_ca.paa" | ||
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</spoiler> | </spoiler> | ||
| [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious, showWindow''] call [[BIS_fnc_holdActionAdd]] | |s1= [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious, showWindow''] call [[BIS_fnc_holdActionAdd]] | ||
|p1= target: [[Object]] - Object the action is attached to | |p1= target: [[Object]] - Object the action is attached to | ||
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<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted</syntaxhighlight> | <syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted</syntaxhighlight> | ||
|p11= arguments: [[Array]] - arguments passed to | |p11= arguments: [[Array]] - arguments passed to '''codeStart''', '''codeProgress''', '''codeCompleted''' and '''codeInterrupted''' in format: | ||
<syntaxhighlight lang="cpp">params ["_a0","_a1","_a2","_a3","_a4","_a5","_a6","_a7","_a8","_a9","_target","_title","_iconIdle","_iconProgress","_condShow","_condProgress","_codeStart","_codeProgress","_codeCompleted","_codeInterrupted","_duration","_removeCompleted"];</syntaxhighlight> where {{ic|_a0 - _a9}} can be custom arguments | |||
|p12= duration: [[Number]] - action duration, a.k.a how much time it takes to complete the action | |p12= duration: [[Number]] - action duration, a.k.a how much time it takes to complete the action | ||
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|x1= <code><nowiki>[</nowiki>[[player]], "Kill", "", "", "[[true]]", "[[true]]", { [[hint]] "Started!" }, { [[systemChat]] [[str]] ([[Magic Variables#this|_this]] [[select]] 3) }, { [[player]] [[setDamage]] 1 }, { [[hint]] "Afraid of death?" }, [], 10, [[nil]], [[true]], [[false]]] [[call]] [[BIS_fnc_holdActionAdd]];</code> | |x1= <code><nowiki>[</nowiki>[[player]], "Kill", "", "", "[[true]]", "[[true]]", { [[hint]] "Started!" }, { [[systemChat]] [[str]] ([[Magic Variables#this|_this]] [[select]] 3) }, { [[player]] [[setDamage]] 1 }, { [[hint]] "Afraid of death?" }, [], 10, [[nil]], [[true]], [[false]]] [[call]] [[BIS_fnc_holdActionAdd]];</code> | ||
|x2= <code>[ | |x2= <code>[ | ||
_myLaptop, {{cc|Object the action is attached to}} | _myLaptop, {{cc|Object the action is attached to}} | ||
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] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", 0, _myLaptop]; {{cc|MP compatible implementation}}</code> | ] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", 0, _myLaptop]; {{cc|MP compatible implementation}}</code> | ||
| [[Number]] - Action ID | |r1= [[Number]] - Action ID | ||
|seealso= [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]] | |seealso= [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]] | ||
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Keep in mind that '''Example 2''' adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player. | Keep in mind that '''Example 2''' adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player. | ||
</dd> | </dd> | ||
</dl> | </dl> |
Revision as of 17:20, 10 March 2021
Description
- Description:
- Adds an action to an object which requires the user to hold a key to perform the action.
Available official icons as of Arma 3 v2.00 :- "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_loadVehicle_ca.paa"
- "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_unloadVehicle_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_box_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_start_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_stop_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_talk_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_forceRespawn_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_passleadership_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff1_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff2_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsdown_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsup_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unloaddevice_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\attack_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\destroy_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_market_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep2_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\map_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\meet_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\refuel_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\repair_ca.paa"
- Execution:
- call
- Groups:
- Interaction
Syntax
- Syntax:
- [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call BIS_fnc_holdActionAdd
- Parameters:
- target: Object - Object the action is attached to
- title: String - Title of the action shown in the action menu.It can contain Structured Text tags, such as
<t color='#FFAA00'>text</t>
- idleIcon: String - Path of the idle icon shown on screen
- progressIcon: String - Path of the progress icon shown on screen
- conditionShow: String - Condition for the action to be shown.
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) - conditionProgress: String - Condition for the action to progress; if false is returned action progress is paused.
Special arguments passed to the code: _target, _caller, _id, _arguments - codeStart: Code - Code executed when action starts. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"];
- codeProgress: Code - Code executed on every progress tick. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments", "_progress", "_maxProgress"];
- target: Object - the object which the action is assigned to
- caller: Object - the unit that activated the action
- actionId: Number - ID of the activated action (same as ID returned by addAction)
- arguments: Array - arguments given to the function
- progress: Number - currentProgress; progress goes from 1 to 24
- maxProgress: Number - max progress (24)
- codeCompleted: Code - code executed on completion. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
- codeInterrupted: Code - code executed on interrupted. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted
- arguments: Array - arguments passed to codeStart, codeProgress, codeCompleted and codeInterrupted in format:
where
params ["_a0","_a1","_a2","_a3","_a4","_a5","_a6","_a7","_a8","_a9","_target","_title","_iconIdle","_iconProgress","_condShow","_condProgress","_codeStart","_codeProgress","_codeCompleted","_codeInterrupted","_duration","_removeCompleted"];
_a0 - _a9
can be custom arguments - duration: Number - action duration, a.k.a how much time it takes to complete the action
- priority: Number - priority value; actions are arranged in descending order according to this value
- removeCompleted: Boolean - (Optional, default true) remove on completion
- showUnconscious: Boolean - (Optional, default false) show in unconscious state
- showWindow: Boolean - (Optional, default true) show on screen; if false action needs to be selected from action menu to appear on screen
- Return Value:
- Number - Action ID
Examples
- Example 1:
[player, "Kill", "", "", "true", "true", { hint "Started!" }, { systemChat str (_this select 3) }, { player setDamage 1 }, { hint "Afraid of death?" }, [], 10, nil, true, false] call BIS_fnc_holdActionAdd;
- Example 2:
[ _myLaptop, // Object the action is attached to "Hack Laptop", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_this distance _target < 3", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick { _this call MY_fnc_hackingCompleted }, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 12, // Action duration [s] 0, // Priority true, // Remove on completion false // Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP compatible implementation
Additional Information
- See also:
- BIS_fnc_holdActionRemoveBIS_fnc_holdKey
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on August 4, 2019 - 10:46 (UTC)
- R3vo
- Keep in mind that Example 2 adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player.