Actions List – Operation Flashpoint

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== Introduction ==
#REDIRECT [[Operation Flashpoint: Actions]]
 
Actions are normally initiated by the player using the action menu. The script command [[action]] allows actions to be performed by any unit. For example, the command "player action ["WEAPONONBACK"]" has the same effect as choosing "M16 on back" in the menu. New actions can be defined using [[addAction]].
 
== Syntax ==
 
Syntax: '''unit action ["actionname"]''', where
* unit = [[Object]]: pointer to the unit that should perform this action
* actionname = [[String]]: name of action to be performed
 
Capitalization for the commands doesn't matter (i.e. player action ["DROP WEAPON",box,1,1,"AK74"] is the same as player action ["drop weapon",box,1,1,"ak74"])
 
== AUTOHOVER ==
'''helicopter1 action ["AUTOHOVER"]'''
 
Toggles hovering on and off. (Only works if player is pilot)
 
<code>ChopperOne action ["AUTOHOVER"]</code>
 
 
== CANCEL LAND ==
'''plane1 action ["CANCEL LAND"]'''
 
Cancel autopilot landing for 'plane1'.
 
<code>PlaneOne action ["CANCEL LAND"]</code>
 
 
== DEACTIVATE ==
'''unit1 action ["DEACTIVATE",unit2,0,0,"PIPEBOMB"]'''
 
Soldier 'unit1' will deactivate a satchel charge that has been placed by unit2.<br>
This happens from a distance (i.e. unit1 will not walk up to the charge to deactivate it, but do it 'remotely').<br>
If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.
 
<code>SoldierOne action ["DEACTIVATE",player,0,0,"PIPEBOMB"]</code>
 
== DEACTIVATE MINE ==
'''unit1 action ["DEACTIVATE MINE",unit2,0,0,"MINE"]'''
 
Soldier 'unit1' will deactivate a mine that has been placed by unit2.<br>
This happens from a distance (i.e. unit1 will not walk up to the charge to deactivate it, but do it 'remotely').<br>
'unit1' must be an engineer to be able to deactivate mines laid by others.
Doesn't work with mines pre-placed in the Editor.
If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.
 
<code>SoldierOne action ["DEACTIVATE MINE",player,0,0,"MINE"]</code>
 
== DROP WEAPON / MAGAZINE ==
'''unit1 action ["DROP MAGAZINE",container,1,1,"MAGAZINENAME"]'''<br>
'''unit1 action ["DROP WEAPON",container,1,1,"WEAPONNAME"]'''
 
Soldier 'unit1' will put a magazine or weapon ([[:Category: Weapons|see list]]) into weaponsholder 'container' (ammo box, car, etc.). If container is nothing or an non-existant object, the magazine or weapon will be dropped at the unit's feet.
 
<code>SoldierOne action ["DROP MAGAZINE",CarOne,1,1,"AK74"]
SoldierOne action ["DROP WEAPON","",1,1,"AK74"]</code>
 
 
== EJECT ==
'''unit1 action ["EJECT",vehicle1]'''
 
Soldier 'unit1' will jump out of 'vehicle1'. (Via parachute in case of planes & helicopters.)
 
<code>SoldierOne action ["EJECT",ChopperOne]</code>
 
 
== ENGINE ON / OFF ==
'''unit1 action ["ENGINE ON",vehicle1]'''<br>
'''unit1 action ["ENGINE OFF",vehicle1]'''
 
Soldier 'unit1' will turn engine of 'vehicle1' either on or off.<br>
Engine will only stay on in '''AIR''' vehicles (helicopters or planes). In cars, eg a tank the engine will be shut off again right away.
 
<code>SoldierOne action ["ENGINE ON",ChopperOne]</code>
 
== FLAPS DOWN / UP ==
'''unit1 action ["FLAPS DOWN"]'''<br>
'''unit1 action ["FLAPS UP"]'''
 
Aircraft 'unit1' will put its flaps down or up, can be activated twice.<br>
Doesn't work with AI controlled aircraft, well it probably does, but they reverse the action again immediately.<br>
 
<code>SoldierOne action ["ENGINE ON",ChopperOne]</code>
 
== FIRE INFLAME / PUT DOWN ==
'''unit1 action ["FIRE INFLAME",fire1]'''<br>
'''unit1 action ["FIRE PUT DOWN",fire1]'''
 
Soldier 'unit1' will ignite ("fire inflame") or extinguish ("fire put down") fireplace/lamp 'fire1'.
 
<code>SoldierOne action ["FIRE INFLAME",LampOne]</code>
 
 
== GETIN COMMANDER / DRIVER / GUNNER / CARGO / PILOT ==
'''unit1 action ["GETIN COMMANDER",vehicle1]'''<br>
'''unit1 action ["GETIN DRIVER",vehicle1]'''<br>
'''unit1 action ["GETIN GUNNER",vehicle1]'''<br>
'''unit1 action ["GETIN CARGO",vehicle1]'''
 
Soldier 'unit1' will be '''teleported''' next to 'vehicle1', play the entering animation, and then be assigned as either commander, driver, gunner or cargo. If a 'unit' is already in that position, the animation etc occurs, but 'unit1' is ejected.
 
<code>SoldierOne action ["GETIN COMMANDER",CarOne]</code>
 
== GETOUT ==
'''unit1 action ["GETOUT",vehicle1]'''
 
Soldier 'unit1' will jump out of 'vehicle1'. (No parachute in case of planes & helicopters.)
 
<code>SoldierOne action ["GETOUT",ChopperOne]</code>
 
 
== HANDGUN ON / OFF ==
'''unit1 action ["HANDGUN OFF"]'''<br>
'''unit1 action ["HANDGUN ON"]'''
 
Soldier 'unit1' will switch to primary ("handgun off") or secondary ("handgun on") weapon.
 
<code>SoldierOne action ["HANDGUN ON"]</code>
 
 
== HEAL ==
'''unit1 action ["HEAL",unit2]'''
 
Medic 'unit2' will teleport to 'unit1' and heal him.
 
<code>SoldierOne action ["HEAL", MedicOne]</code>
 
 
== HIDEBODY ==
'''unit1 action ["HIDEBODY",unit2]'''
 
Soldier 'unit1' will hide (bury) 'unit2'.
 
<code>SoldierOne action ["HIDEBODY", SoldierTwo]</code>
 
 
== LADDERDOWN / LADDERUP ==
'''unit1 action ["ladderdown",building1]'''<br>
'''unit1 action ["ladderdown",object ID]'''<br>
'''unit1 action ["ladderup",building1]'''<br>
'''unit1 action ["ladderup",object ID]'''
 
Soldier 'unit1' will either climb up or down the ladder of a building that's either defined via name or object ID.
 
<code>SoldierOne action ["ladderup",object 123456]</code>
 
== LAND ==
'''plane1 action ["LAND"]'''
 
This doesn't actually seem to make planes land.<br>
They start the process, but just as they are approaching proper lineup to the runway they turn away and do it all over again, ad nauseum.<br>
This doesn't work for choppers.
 
<code>PlaneOne action ["LAND GEAR"]</code>
 
== LAND GEAR ==
'''plane1 action ["LAND GEAR"]'''
 
Toggle landing gear on 'plane1'.<br>
Only works if player is pilot.
 
<code>PlaneOne action ["LAND GEAR"]</code>
 
 
== LIGHT OFF / ON ==
'''vehicle1 action ["LIGHT ON"]'''<br>
'''vehicle1 action ["LIGHT OFF"]'''
 
Turns lights of 'vehicle1' either on or off.<br>
Lights will not stay ''on'' unless driver is in SAFE or CARELESS mode.<br>
Lights will not stay ''off'' if driver is in SAFE or CARELESS mode.
 
<code>CarOne action ["LIGHT OFF"]</code>
 
 
== MANUALFIRE ==
'''tank1 action ["MANUALFIRE"]'''
 
Toggles manual fire mode if player is driver of vehicle.
 
<code>TankOne action ["MANUALFIRE"]</code>
 
 
== MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT ==
'''unit1 action ["MOVETOCARGO",vehicle1]'''<br>
'''unit1 action ["MOVETOCOMMANDER",vehicle1]'''<br>
'''unit1 action ["MOVETODRIVER",vehicle1]'''<br>
'''unit1 action ["MOVETOGUNNER",vehicle1]'''<br>
'''unit1 action ["MOVETOPILOT",vehicle1]'''
 
Moves 'unit1' into cargo, commander, driver, gunner or pilot position.<br>
If that position was occupied before, the units will swap places.
 
<code>SoldierOne action ["MOVETODRIVER",CarOne]</code>
 
 
== NVGOGGLES ==
'''player action ["nvgoggles"]'''
 
Toggles night vision goggles on/off for player.
 
<code>player action ["NVGOGGLES"]</code>
 
 
 
 
== REARM / REFUEL / REPAIR ==
'''vehicle1 action ["REARM",vehicle2]'''
'''vehicle1 action ["REFUEL",vehicle2]'''
'''vehicle1 action ["REPAIR",vehicle2]'''
 
Vehicle1 will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation.
 
<code>SoldierOne action ["REARM",TruckOne]</code>
 
 
== RETURN FLAG ==
'''unit1 action ["RETURN FLAG",flag1]'''
 
Soldier 'unit1' returns 'flag1' to base.
 
<code>SoldierOne action ["RETURN FLAG",FlagOne]</code>
 
 
== SALUTE ==
'''unit1 action ["SALUTE"]'''
 
Soldier 'unit1' salutes, and stays in that animation.<br>
Only works in SAFE and CARELESS mode.
 
<code>SoldierOne action ["SALUTE"]</code>
 
 
== SCUD LAUNCH / START ==
'''scud1 action ["SCUD LAUNCH"]'''<br>
'''scud1 action ["SCUD START"]'''
 
Scud1 launches or fires its missile.<br>
The launch process takes about 10.5 seconds.
 
<code>ScudOne action ["SCUD START"]</code>
 
 
== SETTIMER ==
'''unit1 action ["SETTIMER"]'''
 
Soldier 'unit1' activates the timer for a satchel charge.<br>
Charge has to be places first via a unit1 fire ["PUT","PIPEBOMB"] command.
 
<code>SoldierOne action ["SETTIMER"]</code>
 
 
== SITDOWN ==
'''unit1 action ["SITDOWN"]'''
 
Soldier 'unit1' sits down.<br>
Only works in SAFE and CARELESS mode.
 
<code>SoldierOne action ["SITDOWN"]</code>
 
 
== STROKEFIST ==
'''unit1 action ["STROKEFIST"]'''
 
Soldier 'unit1' performs a boxing animation.
 
<code>SoldierOne action ["STROKEFIST"]</code>
 
 
== STROKEGUN ==
'''unit1 action ["STROKEGUN"]'''
 
Soldier 'unit1' performs a hitting animation with his weapon.
 
<code>SoldierOne action ["STROKEGUN"]</code>
 
 
== TAKE FLAG ==
'''unit1 action ["Take Flag",flag1]'''
 
Soldier 'unit1' takes control of 'flag1'.
 
<code>SoldierOne action ["TAKE FLAG",FlagOne]</code>
 
 
== TAKE MAGAZINE / WEAPON ==
'''unit1 action ["TAKE MAGAZINE",container1,0,0,"MAGAZINENAME"]'''<br>
'''unit1 action ["TAKE WEAPON",container1,0,0,"WEAPONNAME"]'''<br>
'''unit1 action ["TAKE MINE",container1,0,0,"MAGAZINENAME"]'''
 
Soldier 'unit1' takes one magazine/weapon/mine of specified type ([[:Category: Weapons|see list]]) from weaponsholder 'container1' (car, ammo box, unit).<br>
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'container1' is.
 
<code>SoldierOne action ["TAKE MAGAZINE",SoldierTwo,0,0,"RPGLAUNCHER"]</code>
 
 
== TOUCHOFF ==
'''unit1 action ["TOUCHOFF"]'''
 
Soldier 'unit1' touches off satchel charge.
 
<code>SoldierOne action ["TOUCHOFF"]</code>
 
 
== TURNIN / TURNOUT ==
'''tank1 action ["TURNIN"]'''<br>
'''tank1 action ["TURNOUT"]'''
 
Crew of 'tank1' turns in/out (gets in and out of hatches).
 
<code>TankOne action ["TURNIN"]</code>
 
 
== WEAPONINHAND / WEAPONONBACK ==
'''unit1 action ["WEAPONINHAND"]'''<br>
'''unit1 action ["WEAPONONBACK"]'''
 
Soldier 'unit1' takes weapon from/to back.<br>
Change is persistent with player, but AI units will switch back if their behaviour mode is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT & AWARE with WEAPONONBACK).
 
<code>SoldierOne action ["WEAPONONBACK"]</code>
 
[[Category:Operation Flashpoint|ACTIONSLIST]]
[[Category:Scripting Topics]]
[[Category:OFP Reference Lists]]

Latest revision as of 20:20, 2 May 2020