addAction: Difference between revisions

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(arma 2 category, real example, merge syntaxes, fix hidden line errors, param template appears limited)
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| 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' (buildings eg). Adding an action to the player obviously makes that action available to the player at all times.
| 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' (eg: building). 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 (most buildings eg), adding an entry, creates an action list for that object.
In the case of no action list currently set for the object (eg: most buildings), adding an entry creates an action list for that object.




'''''Note:''''' In [[ArmA]] the script file can be [[sqs]] or [[sqf]], in [[OFP]] it can only be an [[sqs]] file.
'''''Note:''''' In [[ArmA]] the script file can be [[sqs]] or [[sqf]], in [[OFP]] it can only be an [[sqs]] file.


In OFP filename extension for the script can be anything, but by convention, is named .sqs or .sqf
Filename extension for the script can be anything, but by convention, is named .sqs or .sqf
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'''Parameters of the called script:'''
'''Parameters of the called script upon activation:'''


An array of parameters is passed to the called script: <code>[target, caller, ID]</code>
An array of parameters is passed to the called script: <code>[target, caller, ID, (arguments)]</code>
   
   
* target: [[Object]] - the object which the action is assigned to
* target: [[Object]] - the object which the action is assigned to
* caller: [[Object]] - the unit that activated the action
* caller: [[Object]] - the unit that activated the action
* ID: [[Integer]] - ID of the activated action |= Description
* ID: [[Integer]] - ID of the activated action
* Arguments: [[anytype]] - arguments given to the script if you are using the new addaction format (see below : [title, filename, arguments, priority, showWindow, hideOnUse, shortcut])
* arguments: [[Anything]] - arguments given to the script if you are using the extended syntax |= Description
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| [[Number]] <nowiki>=</nowiki> unitName '''addAction''' [title, filename] |= Syntax
| [[Number]] <nowiki>=</nowiki> unitName '''addAction''' [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)]


|p1= unitName: [[Object]] - Object to assign the action to |= Parameter 1
(''optional parameters not applicable to OFP, 'condition' parameter only applicable to Arma 2'') |= Syntax


|p2= [title, filename]: [[Array]] |= Parameter 2
|p1= unitName: [[Object]]


|p3= title: [[String]] - The action name which is displayed in the action menu. |= Parameter 3
[title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)]: [[Array]]


|p4= filename: [[String]] - File and Path relative to the mission folder. Called when the action is activated. Note that by convention only, the filename extension is .sqs (and or .sqf for Arma) However, ANY extension is valid, including none. There is no default extension type. |= Parameter 4
title: [[String]] - The action name which is displayed in the action menu.


| [[Number]] or [[Nothing]]
filename: [[String]] - Path to the script that is called when the action is activated. Relative to the mission folder.


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]]. |= Return value
arguments: [[Anything]] - (optional) Arguments to pass to the script (will be (_this select 3) for the script)
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|s2= [[Number]] <nowiki>=</nowiki> unitName '''addAction''' [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut)]
priority: [[Number]] - (optional) 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 or decimal. Actions with same values will be arranged in order which they were made, newest at the bottom. Typical range is 0 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on').


(''not applicable to OFP'') |= Syntax
showWindow: [[Boolean]] - (optional) If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off.


|p21= unitName: [[Object]] |= Parameter 1
hideOnUse: [[Boolean]] - (optional) 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.


|p22= [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut)]: [[Array]] |= Parameter 2
shortcut: [[String]] - (optional, default:"") One of the [[ArmA: CfgDefaultKeysMapping|key names]] defined in bin.pbo (e.g. "moveForward")


|p23= title: [[String]] - The action name which is displayed in the action menu. |= Parameter 3
condition: [[String]] - (optional, Arma 2 only, default:true) Code that must return [[true]] for action to be shown. Special variables "_target" (unit to which action is attached to) and "_this" (caller/executing unit) can be used in the evaluation. |=


|p24= filename: [[String]] - Path to the script that is called when the action is activated. Relative to the mission folder. |= Parameter 4
| [[Number]] or [[Nothing]]
 
|p25= arguments: [[Anything]] - Arguments to pass to the script (will be (_this select 3) for the script)|= Parameter 5
 
|p26= 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. |= Parameter 6
 
|p27= showWindow: [[Boolean]] - If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off. |= Parameter 7
 
|p28= 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. |= Parameter 8
 
|p29= shortcut: [[String]] - One of the [[ArmA: CfgDefaultKeysMapping|key names]] defined in bin.pbo (e.g. "moveForward") |= Parameter 9
 
|r2= [[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]]. |= Return value
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]]. |= Return value
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<pre>_gen = _this select 0
<pre>_gen = _this select 0
_caller = _this select 1
_id = _this select 2
_id = _this select 2
; remove the action once it is activated
; remove the action once it is activated
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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. |= Example 2
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. |= Example 2
|x3= <pre>_actionId = _vehicle addAction ["View radar", "mission\radar\viewRadar.sqf", ["forwardRadar", 8],
  false, true, "teamSwitchPrev", "driver _target == player"];</pre> |= Example 3
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<dd class="notedate">Posted on August 2, 2006 - 10:10</dd>
<dd class="notedate">Posted on August 2, 2006 - 10:10</dd>
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><dd class="note">''Notes from before the conversion:''
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><dd class="note">
 
An easy way to keep track of and remove actions is to store the IDs of the actions in variables.
An easy way to keep track of and remove actions is to store the IDs of the actions in variables.


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To remove the above action, you would use the following line:  
To remove the above action, you would use the following line:  


<pre>player removeAction myaction</pre>
<pre>player removeAction _myaction</pre>
</dd>
<dd class="notedate">Posted on 06:08, 3 June 2008 (CEST)</dd>
<dt class="note">'''[[User:General Barron|General Barron]]'''</dt><dd class="note">
You can find a list of all available actions (for use in the "shortcut" parameter) [[key_actions_(VBS2)|here]]. The list is for VBS2, so there are a few actions that are not available in Arma.
</dd>
</dd>


You can find a list of all available actions (for use in the "shortcut" parameter) [[key_actions_(VBS2)|here]]. The list is for VBS2, so there are a few actions that are not available in Arma.
--[[User:General Barron|General Barron]] 06:08, 3 June 2008 (CEST)
<!-- Note Section END -->
<!-- Note Section END -->
</dl>
</dl>
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[[Category:Scripting Commands OFP 1.46|ADDACTION]]
[[Category:Scripting Commands OFP 1.46|ADDACTION]]
[[Category:Scripting Commands ArmA|ADDACTION]]
[[Category:Scripting Commands ArmA|ADDACTION]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Activators|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Activators|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]

Revision as of 08:35, 12 June 2009

Hover & click on the images for description

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' (eg: building). 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 (eg: most buildings), adding an entry creates an action list for that object. Note: In ArmA the script file can be sqs or sqf, in OFP it can only be an sqs file. Filename extension for the script can be anything, but by convention, is named .sqs or .sqf ____________________________________________________________________________________________ Parameters of the called script upon activation: An array of parameters is passed to the called script: [target, caller, ID, (arguments)]
  • target: Object - the object which the action is assigned to
  • caller: Object - the unit that activated the action
  • ID: Integer - ID of the activated action
  • arguments: Anything - arguments given to the script if you are using the extended syntax
Problems:
Due to a bug in OFP actions added via addAction don't get updated properly after mounting vehicles. When you have several actions available while mounting a vehicle and drive away from the actions' position, they'll still be shown in the menu until you dismount and remount the vehicle. There are work-arounds mentioned on the OFPEC Forums
Groups:
Uncategorised

Syntax

Syntax:
Number = unitName addAction [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)] (optional parameters not applicable to OFP, 'condition' parameter only applicable to Arma 2)
Parameters:
unitName: Object [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)]: Array 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 - (optional) Arguments to pass to the script (will be (_this select 3) for the script) priority: Number - (optional) 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 or decimal. Actions with same values will be arranged in order which they were made, newest at the bottom. Typical range is 0 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on'). showWindow: Boolean - (optional) If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off. hideOnUse: Boolean - (optional) 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") condition: String - (optional, Arma 2 only, default:true) Code that must return true for action to be shown. Special variables "_target" (unit to which action is attached to) and "_this" (caller/executing unit) can be used in the evaluation.
Return Value:
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
_caller = _this select 1
_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.
Example 3:
_actionId = _vehicle addAction ["View radar", "mission\radar\viewRadar.sqf", ["forwardRadar", 8], 
  false, true, "teamSwitchPrev", "driver _target == player"];

Additional Information

See also:
removeActionaddAction (VBS2)

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

Notes

Posted on August 2, 2006 - 10:10
hardrock
An easy way to keep track of and remove actions is to store the IDs of the actions in variables. This can be accomplished by doing the following:
_myaction = player addAction ["Hello", "hello.sqs"]

This stores the action's ID in the local variable "_myaction" and assists in keeping track of the action ID.

To remove the above action, you would use the following line:

player removeAction _myaction
Posted on 06:08, 3 June 2008 (CEST)
General Barron
You can find a list of all available actions (for use in the "shortcut" parameter) here. The list is for VBS2, so there are a few actions that are not available in Arma.

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