BIS fnc holdActionAdd: Difference between revisions
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Revision as of 10:41, 27 August 2016
Description
- Description:
- Adds an action to an object which requires the user to hold a key to perform the action.
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [target,title,idleIcon,progressIcon,condShow,condProgress,codeStart,codeProgress,codeCompleted,codeInterupted,arguments,duration,priority,removeCompleted,showUncon] call BIS_fnc_holdActionAdd;
- Parameters:
- target: Object - Object the action is attached to
- title: String - Title of the action shown in the action menu
- idleIcon: String - Pathi of the idle icon shown on screen. The path for vanilla icons is "\a3\ui_f\data\IGUI\Cfg\holdactions\..." (e.g. "holdAction_connect_ca.paa")
- progressIcon: String - Path of the progress icon shown on screen
- condShow: String - Condition for the action to be shown. Special variables passed to the script code are _target (unit to which action is attached to) and _this (caller/executing unit)
- condProgress: String - Condition for the action to progress.If false is returned action progress is halted; arguments passed into it are: _target, _caller, _id, _arguments
- codeStart: Code - Code executed when action starts.
0: Object - target (_this select 0) - the object which the action is assigned to
1: Object - caller (_this select 1) - the unit that activated the action
3: Number - ID (_this select 2) - ID of the activated action (same as ID returned by addAction)
4: Array - arguments (_this select 3) - arguments given to the script if you are using the extended syntax - codeProgress: Code - Code executed on every progress tick; arguments [target, caller, ID, arguments, currentProgress]; max progress is always 24
- codeCompleted: Code - Code executed on completion; arguments [target, caller, ID, arguments]
- codeInterupted: Code - Code executed on interrupted; arguments [target, caller, ID, arguments]
- arguments: Array - Arguments passed to the scripts
- duration: Number - Action duration; how much time it takes to complete the action
- priority: Number - Priority; actions are arranged in descending order according to this value
- removeCompleted: BOOL - Remove on completion (default: true)
- showUncon: BOOL -Show in unconscious state (default: false)
- Return Value:
- Number - Action ID
Examples
- Example 1:
[ player,"Kill","","","true","true",{hint "Started!"},{systemChat str (_this select 4)},{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 "_caller 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",-2,_myLaptop]; // example for MP compatible implementation
Additional Information
- See also:
- BIS_fnc_holdActionRemove
Notes
-
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