BIS fnc holdActionAdd: Difference between revisions

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{{Function|= Comments
{{RV|type=function
____________________________________________________________________________________________


| arma3 |= Game name
|game1= arma3
|version1= 1.62


|1.62|= Game version
|arg= global


|arg= global |= Arguments in MP
|eff= local


|eff= local |= Effects in MP
|gr1= Interaction
____________________________________________________________________________________________


| Adds an action to an object which requires the user to hold a key to perform the action.|= Description
|descr= [[File:A3 HoldActionIcons v2.02.png|thumb|Note: This image does not contain all available icons.|300px]]
____________________________________________________________________________________________
Adds an action to an object which requires the user to hold a key to perform the action.


| [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority(, removeCompleted, showUnconscious)] call [[BIS_fnc_holdActionAdd]] |= Syntax
{{Wiki|extractionScript}}


|p1= target: [[Object]] - Object the action is attached to |= Parameter 1
Available official icons as of {{GVI|arma3|2.10}}:


|p2= title: [[String]] - Title of the action shown in the action menu |= Parameter 2
<spoiler text="Show holdActionAdd list">
{{Columns|2|
* "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_CA.paa"
* "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_end_sim_CA.paa"
* "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_exit_CA.paa"
* "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_start_sim_CA.paa"
* "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_view_article_CA.paa"
* "\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\props_f_enoch\items\tools\data\tinfoil_action_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\data\igui\cfg\holdactions\idle\idle_0_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_1_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_2_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_3_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_4_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_5_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_6_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_7_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_8_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_9_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_10_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_11_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\in\in_0_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\in\in_1_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\in\in_2_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\in\in_3_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_0_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_1_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_2_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_3_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_4_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_5_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_6_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_7_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_8_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_9_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_10_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_11_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_12_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_13_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_14_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_15_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_16_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_17_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_18_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_19_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_20_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_21_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_22_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_23_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_24_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_0_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_1_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_2_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_3_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_4_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_5_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_6_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_7_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_8_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_9_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_10_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_11_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_12_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_13_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_14_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_15_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_16_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_17_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_18_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_19_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_20_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_21_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_22_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_23_ca.paa"
* "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_24_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"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_aaf_ca.paa"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_csat_ca.paa"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_escape_ca.paa"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fia_ca.paa"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_back_ca.paa"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_ca.paa"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_idap_ca.paa"
* "\a3\ui_f_orange\Data\CfgOrange\Missions\action_nato_ca.paa"
* "\a3\ui_f_aow\data\igui\cfg\holdactions\holdaction_charity_ca.paa"
}}
</spoiler><br><spoiler text="Show addAction list">
{{Columns|2|
* "\a3\ui_f\data\igui\cfg\actions\takeflag_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\talk_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\unloadallvehicles_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\unloadincapacitated_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\unloadvehicle_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\vtolvectoring_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\vtolvectoringcancel_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\arrow_down_gs.paa"
* "\a3\ui_f\data\igui\cfg\actions\arrow_up_gs.paa"
* "\a3\ui_f\data\igui\cfg\actions\autohover_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\bandage_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\beacons_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\beacons_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\cancelhover_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\clear_empty_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\close_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\eject_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\engine_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\engine_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\flapsextend_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\flapsretract_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\gear_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\getincargo_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\getincommander_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\getindriver_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\getingunner_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\getinpilot_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\getout_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\heal_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_batt_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_batt_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_brk_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_col_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_col_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_land_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_land_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_start_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_start_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_idl_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ico_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ladderdown_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ladderoff_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\ladderup_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\landingautopilot_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\landingautopilot_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\loadvehicle_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\open_door_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\periscopedepth_off_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\periscopedepth_on_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\radaroff_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\radaron_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\reammo_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\refuel_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\reload_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\repair_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\returnflag_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\settimer_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\take_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_cancel_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_cancel_manualfire_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_deactivate_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_enter_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_exit_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_fire_in_flame_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_fire_put_down_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_gear_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_getin_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_getincargo.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_ladderondown_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_ladderonup_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_manualfire_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_open_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemagazine_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemine_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takeweapon_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_teamswitch_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_turnin_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_turnout_ca.paa"
* "\a3\ui_f_jets\data\igui\cfg\actions\action_attachtocatapult_ca.paa"
* "\a3\ui_f_jets\data\igui\cfg\actions\action_detachtocatapult_ca.paa"
* "\a3\ui_f_jets\data\igui\cfg\actions\action_launchfromcatapult_ca.paa"
}}
</spoiler><br><spoiler text="UI that shows all icons">
<sqf>
0 spawn
{
// EXECUTE IN EDEN EDITOR OR EDITOR PREVIEW!
disableSerialization;
 
private _display = findDisplay 313 createDisplay "RscDisplayEmpty";


|p3= idleIcon: [[String]] - Path of the idle icon shown on screen. See [[#Notes|notes]] for a full list of vanilla icons. |= Parameter 3
private _edit = _display ctrlCreate ["RscEdit", 645];
_edit ctrlSetPosition [safezoneX + 50 * pixelW, safezoneY + 50 * pixelH, safezoneW - 500 * pixelW, 50 * pixelH];
_edit ctrlSetBackgroundColor [0,0,0,1];
_edit ctrlCommit 0;


|p4= progressIcon: [[String]] - Path of the progress icon shown on screen |= Parameter 4
private _status = _display ctrlCreate ["RscEdit", 1337];
_status ctrlSetPosition [safezoneX + safezoneW - 400 * pixelW, safezoneY + 50 * pixelH, 350 * pixelW, 50 * pixelH];
_status ctrlSetBackgroundColor [0,0,0,1];
_status ctrlCommit 0;
_status ctrlEnable false;


|p5= conditionShow: [[String]] - Condition for the action to be shown.<br />
private _tv = _display ctrlCreate ["RscTreeSearch", -1];
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) |= Parameter 5
_tv ctrlSetFont "EtelkaMonospacePro";
_tv ctrlSetFontHeight 0.05;
_tv ctrlSetPosition [safezoneX + 50 * pixelW, safezoneY + 125 * pixelH, safezoneW - 100 * pixelW, safeZoneH - 175 * pixelH];
_tv ctrlSetBackgroundColor [0,0,0,1];
_tv ctrlCommit 0;


|p6= conditionProgress: [[String]] - Condition for the action to progress; if false is returned action progress is paused.<br />
_tv ctrlAddEventHandler ["treeSelChanged",
Special arguments passed to the code: _target, _caller, _id, _arguments |= Parameter 6
{
params ["_ctrlTV", "_selectionPath"];
copyToClipboard (_ctrlTV tvText _selectionPath);
playSound ("RscDisplayCurator_ping" + selectRandom ["01", "02", "03", "04", "05", "06", "07", "08", "09", "10"]);
(ctrlParent _ctrlTv) displayCtrl 1337 ctrlSetText "Path copied to clipboard!";
}];


|p7= codeStart: [[Code]] - Code executed when action starts. Special arguments:
private _counter = 0;
* _this select 0: [[Object]] - the object which the action is assigned to
{
* _this select 1: [[Object]] - the unit that activated the action
private _files = addonFiles [_x # 0, ".paa"];
* _this select 2: [[Number]] - ID of the activated action (same as ID returned by addAction)
{
* _this select 3: [[Array]] - arguments given to the function |= Parameter 7
if ("\actions" in _x || "\holdaction" in _x) then
{
_counter = _counter + 1;
_status ctrlSetText format ["%1 textures found.", _counter];
private _index = _tv tvAdd [[], _x];
_tv tvSetPicture [[_index], _x];
};
} forEach _files;
} foreach allAddonsInfo;


|p8= codeProgress: [[Code]] - Code executed on every progress tick. Special arguments:
_tv tvSortall [[], false];
* _this select 0: [[Object]] - the object which the action is assigned to
};
* _this select 1: [[Object]] - the unit that activated the action
</sqf>
* _this select 2: [[Number]] - ID of the activated action (same as ID returned by addAction)
</spoiler>
* _this select 3: [[Array]] - arguments given to the function
* _this select 4: [[Number]] - currentProgress; progress goes from 1 to 24
* _this select 5: [[Number]] - max progress (24) |= Parameter 8


|p9= codeCompleted: [[Code]] - Code executed on completion; arguments [target, caller, ID, arguments] |= Parameter 9
|s1= [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call [[BIS_fnc_holdActionAdd]]


|p10= codeInterrupted: [[Code]] - Code executed on interrupted; arguments [target, caller, ID, arguments] |= Parameter 10
|p1= target: [[Object]] - object the action is attached to


|p11= arguments: [[Array]] - Arguments passed to the scripts |= Parameter 11
|p2= title: [[String]] - title of the action shown in the action menu.It can contain [[Structured Text]] tags, such as <syntaxhighlight lang="html" inline><t color='#FFAA00'>text</t></syntaxhighlight>


|p12= duration: [[Number]] - Action duration; how much time it takes to complete the action |= Parameter 12
|p3= idleIcon: [[String]] - (Optional, default "\A3\Ui_f\data\IGUI\Cfg\HoldActions\holdAction_revive_ca.paa") path of the idle icon shown on screen


|p13= priority: [[Number]] - Priority; actions are arranged in descending order according to this value |= Parameter 13
|p4= progressIcon: [[String]] - (Optional, default "\A3\Ui_f\data\IGUI\Cfg\HoldActions\holdAction_revive_ca.paa") path of the progress icon shown on screen


|p14= removeCompleted (Optional, default: true): [[Boolean]] - Remove on completion |= Parameter 14
|p5= conditionShow: [[String]] - (Optional, default "true") condition for the action to be shown.<br>
Special arguments passed to the code: {{hl|_target}} (action-attached object), {{hl|_this}} (caller/executing unit)


|p15= showUnconscious (Optional, default: false): [[Boolean]] - Show in unconscious state |= Parameter 15
|p6= conditionProgress: [[String]] - (Optional, default "true") condition for the action to progress; if false is returned action progress is paused.<br>
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}


|x1= <code><nowiki>[</nowiki>[[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]];</code>
|p7= codeStart: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed when action starts.<br>
|= Example 1
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}<br>
|x2= <code>[
Passed arguments are:
_myLaptop, {{codecomment|// Object the action is attached to}}
<sqf>params ["_target", "_caller", "_actionId", "_arguments"];</sqf>
"Hack Laptop", {{codecomment|// Title of the action}}
* target: [[Object]] - the object which the action is assigned to
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", {{codecomment|// Idle icon shown on screen}}
* caller: [[Object]] - the unit that activated the action
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", {{codecomment|// Progress icon shown on screen}}
* actionId: [[Number]] - ID of the activated action (same as ID returned by addAction)
"_this [[distance]] _target < 3", {{codecomment|// Condition for the action to be shown}}
* arguments: [[Array]] - arguments given to the function
"_caller [[distance]] _target < 3", {{codecomment|// Condition for the action to progress}}
{}, {{codecomment|// Code executed when action starts}}
{}, {{codecomment|// Code executed on every progress tick}}
{ _this [[call]] MY_fnc_hackingCompleted }, {{codecomment|// Code executed on completion}}
{}, {{codecomment|// Code executed on interrupted}}
[], {{codecomment|// Arguments passed to the scripts as _this select 3}}
12, {{codecomment|// Action duration [s]}}
0, {{codecomment|// Priority}}
[[true]], {{codecomment|// Remove on completion}}
[[false]] {{codecomment|// Show in unconscious state }}
] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", [0,2] select [[isDedicated]], _myLaptop]; {{codecomment|// MP compatible implementation}}</code>
|= Example 2


| [[Number]] - Action ID |= Return value
|p8= codeProgress: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed on every progress tick.<br>
____________________________________________________________________________________________
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}, {{hl|_frame}}<br>
____________________________________________________________________________________________
Passed arguments are:
<sqf>params ["_target", "_caller", "_actionId", "_arguments", "_frame", "_maxFrame"];</sqf>
* 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
* frame: [[Number]] - current progress, goes from 1 to 24
* maxFrame: [[Number]] - maximum progress (24)


| [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]] |= See also
|p9= codeCompleted: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed on completion.<br>
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}<br>
Passed arguments are:
<sqf>params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart</sqf>


}}
|p10= codeInterrupted: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed on interrupted.<br>
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}<br>
Passed arguments are:
<sqf>params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted</sqf>
 
|p11= arguments: [[Array]] - (Optional, default <sqf inline>[]</sqf>) arguments passed to '''codeStart''', '''codeProgress''', '''codeCompleted''' and '''codeInterrupted''' (max 10) in format:
<sqf>
params [
"_a0", "_a1", "_a2", "_a3", "_a4", "_a5", "_a6", "_a7", "_a8", "_a9", // custom arguments
"_target", "_title", "_iconIdle", "_iconProgress",
"_condShow", "_condProgress", "_codeStart", "_codeProgress", "_codeCompleted", "_codeInterrupted",
"_duration", "_removeCompleted"
];
</sqf>
 
|p12= duration: [[Number]] - (Optional, default 10) action duration, i.e. how much time it takes to complete the action
 
|p13= priority: [[Number]] - (Optional, default 1000) priority value; actions are arranged in descending order according to this value
 
|p14= removeCompleted: [[Boolean]] - (Optional, default [[true]]) remove on completion
 
|p15= showUnconscious: [[Boolean]] - (Optional, default [[false]]) show in unconscious state
 
|p16= showWindow: [[Boolean]] - (Optional, default [[true]]) show on screen; if false action needs to be selected from action menu to appear on screen
 
|r1= [[Number]] - action ID


<h3 style="display:none">Notes</h3>
|x1= <sqf>
<dl class="command_description">
[
<!-- Note Section BEGIN -->
player,
<!-- Note Section END -->
"Kill",
</dl>
"", "",
"true", "true",
{ hint "Started!" },
{ systemChat str (_this select 3) },
{ player setDamage 1 },
{ hint "Afraid of death?" },
[], 10, nil, true, false
] call BIS_fnc_holdActionAdd;
</sqf>


<h3 style="display:none">Bottom Section</h3>
|x2= <sqf>
[[Category:Function Group: Debug|{{uc:param}}]]
// 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
[[Category:Functions|{{uc:param}}]]
[
[[Category:{{Name|tkoh}}: Functions|{{uc:param}}]]
_myLaptop, // Object the action is attached to
[[Category:{{Name|arma3}}: Functions|{{uc:param}}]]
"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 in seconds
0, // Priority
true, // Remove on completion
false // Show in unconscious state
] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP-compatible implementation
</sqf>


<!-- CONTINUE Notes -->
|seealso= [[BIS_fnc_holdActionRemove]] [[BIS_fnc_holdKey]]
<dl class="command_description">
}}
<dd class="notedate">Posted on November 4, 2017 - 13:40 (UTC)</dd>
<dt class="note">[[User:Lou Montana|Lou Montana]]</dt>
<dd class="note">
A list of all official icons so far (v1.76):
* "\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_'''revive'''_ca.paa"
* "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_'''reviveMedic'''_ca.paa"
* "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_'''search'''_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_'''unbind'''_ca.paa"
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= R3vo
<dd class="notedate">Posted on May 27, 2018 - 18:02 (UTC)</dd>
|timestamp= 20210401234400
<dt class="note">[[User:SuicideKing|SuicideKing]]</dt>
|text= A repository with icons:
<dd class="note">
{{Feature|quote|I've converted all of the icons from the Tasking Overhaul to follow the Hold Action format, as well as a few others I've made myself. They're available on {{Link|https://github.com/Kalthramis/Arma3/tree/master/holdAction-TaskType-Icons|GitHub}}.|{{User|Kalthramis}}}}
Example 2 above should use [0,-2] with the select command in the remote exec arguments.
}}
<br>
<code>remoteExec ["BIS_fnc_holdActionAdd", [0,-2] select isDedicated, _myLaptop]; // MP compatible implementation</code>
<br>
Using -2 ensures that the code is run for clients only (and not the server) if it's run on a dedicated server. Currently it runs it on the server only in such a case.
</dd>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 00:32, 12 February 2024

Hover & click on the images for description

Description

Description:
Note: This image does not contain all available icons.

Adds an action to an object which requires the user to hold a key to perform the action.

Extraction script can be found on the Biki Export Scripts page.

Available official icons as of Arma 3 logo black.png2.10:

  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_end_sim_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_exit_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_start_sim_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_view_article_CA.paa"
  • "\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\props_f_enoch\items\tools\data\tinfoil_action_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\data\igui\cfg\holdactions\idle\idle_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_4_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_5_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_6_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_7_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_8_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_9_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_10_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_11_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_4_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_5_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_6_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_7_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_8_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_9_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_10_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_11_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_12_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_13_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_14_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_15_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_16_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_17_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_18_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_19_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_20_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_21_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_22_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_23_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_24_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_4_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_5_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_6_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_7_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_8_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_9_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_10_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_11_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_12_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_13_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_14_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_15_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_16_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_17_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_18_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_19_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_20_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_21_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_22_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_23_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_24_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"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_aaf_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_csat_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_escape_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fia_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_back_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_idap_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_nato_ca.paa"
  • "\a3\ui_f_aow\data\igui\cfg\holdactions\holdaction_charity_ca.paa"
↑ Back to spoiler's top

  • "\a3\ui_f\data\igui\cfg\actions\takeflag_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\talk_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\unloadallvehicles_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\unloadincapacitated_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\unloadvehicle_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\vtolvectoring_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\vtolvectoringcancel_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\arrow_down_gs.paa"
  • "\a3\ui_f\data\igui\cfg\actions\arrow_up_gs.paa"
  • "\a3\ui_f\data\igui\cfg\actions\autohover_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\bandage_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\beacons_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\beacons_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\cancelhover_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\clear_empty_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\close_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\eject_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\engine_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\engine_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\flapsextend_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\flapsretract_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\gear_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getincargo_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getincommander_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getindriver_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getingunner_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getinpilot_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getout_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\heal_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_batt_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_batt_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_brk_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_col_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_col_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_land_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_land_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_start_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_start_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_idl_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ladderdown_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ladderoff_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ladderup_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\landingautopilot_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\landingautopilot_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\loadvehicle_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\open_door_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\periscopedepth_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\periscopedepth_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\radaroff_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\radaron_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\reammo_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\refuel_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\reload_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\repair_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\returnflag_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\settimer_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\take_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_cancel_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_cancel_manualfire_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_deactivate_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_enter_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_exit_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_fire_in_flame_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_fire_put_down_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_gear_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_getin_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_getincargo.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_ladderondown_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_ladderonup_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_manualfire_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_open_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemagazine_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemine_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takeweapon_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_teamswitch_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_turnin_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_turnout_ca.paa"
  • "\a3\ui_f_jets\data\igui\cfg\actions\action_attachtocatapult_ca.paa"
  • "\a3\ui_f_jets\data\igui\cfg\actions\action_detachtocatapult_ca.paa"
  • "\a3\ui_f_jets\data\igui\cfg\actions\action_launchfromcatapult_ca.paa"
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0 spawn { // EXECUTE IN EDEN EDITOR OR EDITOR PREVIEW! disableSerialization; private _display = findDisplay 313 createDisplay "RscDisplayEmpty"; private _edit = _display ctrlCreate ["RscEdit", 645]; _edit ctrlSetPosition [safezoneX + 50 * pixelW, safezoneY + 50 * pixelH, safezoneW - 500 * pixelW, 50 * pixelH]; _edit ctrlSetBackgroundColor [0,0,0,1]; _edit ctrlCommit 0; private _status = _display ctrlCreate ["RscEdit", 1337]; _status ctrlSetPosition [safezoneX + safezoneW - 400 * pixelW, safezoneY + 50 * pixelH, 350 * pixelW, 50 * pixelH]; _status ctrlSetBackgroundColor [0,0,0,1]; _status ctrlCommit 0; _status ctrlEnable false; private _tv = _display ctrlCreate ["RscTreeSearch", -1]; _tv ctrlSetFont "EtelkaMonospacePro"; _tv ctrlSetFontHeight 0.05; _tv ctrlSetPosition [safezoneX + 50 * pixelW, safezoneY + 125 * pixelH, safezoneW - 100 * pixelW, safeZoneH - 175 * pixelH]; _tv ctrlSetBackgroundColor [0,0,0,1]; _tv ctrlCommit 0; _tv ctrlAddEventHandler ["treeSelChanged", { params ["_ctrlTV", "_selectionPath"]; copyToClipboard (_ctrlTV tvText _selectionPath); playSound ("RscDisplayCurator_ping" + selectRandom ["01", "02", "03", "04", "05", "06", "07", "08", "09", "10"]); (ctrlParent _ctrlTv) displayCtrl 1337 ctrlSetText "Path copied to clipboard!"; }]; private _counter = 0; { private _files = addonFiles [_x # 0, ".paa"]; { if ("\actions" in _x || "\holdaction" in _x) then { _counter = _counter + 1; _status ctrlSetText format ["%1 textures found.", _counter]; private _index = _tv tvAdd [[], _x]; _tv tvSetPicture [[_index], _x]; }; } forEach _files; } foreach allAddonsInfo; _tv tvSortall [[], false]; };

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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 - (Optional, default "\A3\Ui_f\data\IGUI\Cfg\HoldActions\holdAction_revive_ca.paa") path of the idle icon shown on screen
progressIcon: String - (Optional, default "\A3\Ui_f\data\IGUI\Cfg\HoldActions\holdAction_revive_ca.paa") path of the progress icon shown on screen
conditionShow: String - (Optional, default "true") condition for the action to be shown.
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit)
conditionProgress: String - (Optional, default "true") condition for the action to progress; if false is returned action progress is paused.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
codeStart: Code - (Optional, default {}) code executed when action starts.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"];
  • 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
codeProgress: Code - (Optional, default {}) code executed on every progress tick.
Special arguments passed to the code: _target, _caller, _actionId, _arguments, _frame
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments", "_frame", "_maxFrame"];
  • 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
  • frame: Number - current progress, goes from 1 to 24
  • maxFrame: Number - maximum progress (24)
codeCompleted: Code - (Optional, default {}) code executed on completion.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
codeInterrupted: Code - (Optional, default {}) code executed on interrupted.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted
arguments: Array - (Optional, default []) arguments passed to codeStart, codeProgress, codeCompleted and codeInterrupted (max 10) in format:
params [ "_a0", "_a1", "_a2", "_a3", "_a4", "_a5", "_a6", "_a7", "_a8", "_a9", // custom arguments "_target", "_title", "_iconIdle", "_iconProgress", "_condShow", "_condProgress", "_codeStart", "_codeProgress", "_codeCompleted", "_codeInterrupted", "_duration", "_removeCompleted" ];
duration: Number - (Optional, default 10) action duration, i.e. how much time it takes to complete the action
priority: Number - (Optional, default 1000) 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:
// 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 [ _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 in seconds 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_holdActionRemove BIS_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
R3vo - c
Posted on Apr 01, 2021 - 23:44 (UTC)
A repository with icons:
«
« I've converted all of the icons from the Tasking Overhaul to follow the Hold Action format, as well as a few others I've made myself. They're available on GitHub. » – Kalthramis