addAction TKOH: Difference between revisions

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{{Command
#REDIRECT [[addAction]]
 
| ofp
 
|1.10
 
|arg= global |Arguments in MP=
 
|eff= local |Effects in MP=
 
|gr1= Interaction
 
| Adds an entry to the action menu of an object (scroll wheel menu). The action can only be activated when in proximity to the object (default '''50m'''). Adding an action to the player obviously makes that action available to the player at all times.<br />
<br />
'''NOTE:''' [[addAction_TKOH|addAction]] will be ignored on dedicated server, probably because no UI exists.
{{Feature|arma3|This version of the command goes from {{ofp}} to {{tkoh}}. For the {{arma3}} version, see [[addAction]].}}
 
| unit [[addAction_TKOH|addAction]] [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip]
 
|p1= <dl>
<dt style="clear:none;">unit:</dt>
<dd>[[Object]] - unit, vehicle or static object</dd>             
<dt>title:</dt>
<dd>[[String]] - The action name which is displayed in the action menu, may contain [[Structured Text|XML like syntax]]. Because of that '''<''' and '''>''' symbols will be interpreted as opening and closing XML tags. To avoid this use '''&amp;lt;''' for '''<''' and '''&amp;gt;''' for '''>'''. The title text can be changed with [[setUserActionText]]</dd>
<dt>script:</dt>
<dd>[[String]] or [[Code]] - Either path to the script file, relative to the mission folder or string with code or (since Take On Helicopters) the actual script code. If the string is a path to script file, the script file *must* have extension .[[SQS]] or .[[SQF]] (in Arma), or .[[SQS]] (in [[OFP]]). The script, whether it is a file or a code, will run in [[Scheduler#Scheduled_Environment|scheduled environment]], i.e. it is ok to use [[sleep]].
<ul>
<li>Parameters array passed to the script upon activation in ''[[_this]]'' variable is:
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"];</syntaxhighlight></li>
<li>''target'' (''_this select 0''): [[Object]] - the object which the action is assigned to</li>
<li>''caller'' (''_this select 1''): [[Object]] - the unit that activated the action</li>
<li>''ID'' (''_this select 2''): [[Number]] - ID of the activated action (same as ID returned by [[addAction_TKOH|addAction]])</li>
<li>''arguments'' (''_this select 3''): [[Anything]] - arguments given to the script if you are using the extended syntax</li>
</ul></dd>
<dt>arguments:</dt>
<dd>''(optional)'': [[Anything]] - Arguments to pass to the script (will be ''_this select 3'' inside the script). If [[Array]] is used as an argument for example, its 1st element reference would be ''_this select 3 select 0''. Default value: [[nil]]</dd>
<dt>priority:</dt>
<dd>''(optional)'': [[Number]] - Priority value of the action. Actions will be arranged in descending order according to this value. Every game action has a preset priority value. Value can be negative or decimal fraction. Actions with same values will be arranged in order which they were made, newest at the bottom. The bigger the number the higher the action will be positioned on the menu. Typical range is 0 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on'). Default value: 1.5</dd>
<dt>showWindow:</dt>
<dd>''(optional)'': [[Boolean]] - If set to [[true]], players see "Titletext" at mid-lower screen, as they approach the object. Only the title text for the action with highest priority and 'showWindow true' will be shown. Setting it to [[false]] disables the feature. Default value: [[true]]</dd>
<dt>hideOnUse:</dt>
<dd>''(optional)'': [[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. Default value: [[true]]</dd>
<dt>shortcut:</dt>
<dd>''(optional)'': [[String]] - One of the [[:Category:Key Actions|key names]] defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with [[inputAction]] command. Default value: ""</dd>
<dt>condition:</dt>
<dd>''(optional)'': [[String]] - script code that must return [[true]] 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). Default value: "true"
<div style="margin-left:2em;">'''NOTE:''' <u>condition</u> is evaluated on each frame in [[Scheduler#Unscheduled_Environment|non-scheduled environment]]. If action is added to some object and not to [[player]], <u>condition</u> will only get evaluated IF player is closer than 15m to the object AND is looking at the object. If action is added to [[player]], the <u>condition</u> is evaluated all the time.</div></dd>
<dt>positionInModel:</dt>
<dd>''(optional, [[{{tkoh}}]] only)'': [[String]] - Name of the named selection in the model for positioning the action in 3D space, typically a memory point. Default: ""</dd>
<dt>radius:</dt>
<dd>''(optional, [[{{tkoh}}]] only)'': [[Number]] - Distance in meters the unit activating the action must be within to activate it. -1 disables this radius</dd>
<dt>radiusView:</dt>
<dd>''(optional, [[{{tkoh}}]] only)'': [[Number]] - Maximum distance in meters the cursor can be away from the 3D action to activate it. -1 disables this radius</dd>
<dt>showIn3D:</dt>
<dd>''(optional, [[{{tkoh}}]] only)'': [[Number]] - Condition for showing the action in 3D space (combine by adding up)
<ul>
<li>1 - show</li>
<li>2 - draw if unit is pilot</li>
<li>4 - draw if unit is inside vehicle</li>
<li>8 - draw if unit is outside vehicle</li>
<li>16 - draw if not in external camera</li>
<li>32 - draw if not in internal camera</li>
<li>64 - draw if not in gunner camera (turret optics)</li>
</ul>
</dd>
<dt>available:</dt>
<dd>''(optional, [[{{tkoh}}]] only)'': [[Number]] - Condition for being able to activate the action (combine by adding up)
<ul><li>0 - disabled</li>
<li>1 - unit is pilot or copilot</li>
<li>2 - unit is inside target</li>
<li>4 - unit is not inside target</li></ul></dd>
<dt>textDefault:</dt>
<dd>''(optional, [[{{tkoh}}]] only)'': [[String]] - [[Structured Text]] which is shown as the 3D action (so it can be an icon), or in the center of the screen when the action is highlighted in the action menu for a 2D action</dd>
<dt>textToolTip:</dt>
<dd>''(optional, [[{{tkoh}}]] only)'': [[String]] - [[Structured Text]] which is faded in under the ''textDefault'' when hovering over the action in 3D space</dd>
</dl>|Parameters=
 
| [[Number]] - 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]]
 
|x1= <code>{{codecomment|// short and sweet}}
[[player]] [[addAction_TKOH|addAction]] ["A Useless Action", ""];
[[player]] [[addAction_TKOH|addAction]] ["<t color='#FF0000'>This Useless Action Is RED</t>", ""];
[[player]] [[addAction_TKOH|addAction]] ["Hint Hello!", { [[hint]] [[format]] ["Hello %1!", [[_this]] [[select]] 3] }, [[name]] [[player]]];
[[player]] [[addAction_TKOH|addAction]] ["string exec", "hint 'this is also compiled'"];</code>
 
|x2= <code>{{codecomment|// actionception}}
actions = [];
actions [[set]] [0, [[player]] [[addAction_TKOH|addAction]] ["Actionception", {
[[if]] ([[count]] actions == 1) [[then]] {
actions [[set]] [1, [[player]] [[addAction_TKOH|addAction]] [" Actionception ", {
[[if]] ([[count]] actions == 2) [[then]] {
actions [[set]] [2, [[player]] [[addAction_TKOH|addAction]] ["  Actionception  ", {
[[if]] ([[count]] actions == 3) [[then]] {
actions [[set]] [3, [[player]] [[addAction_TKOH|addAction]] ["  Actionception  ", {
{
[[player]] [[removeAction]] [[Magic Variables|_x]];
} [[forEach]] actions;
}, [], 10, [[false]], [[true]]]];
};
}, [], 10, [[false]], [[false]]]];
};
}, [], 10, [[false]], [[false]]]];
};
}, [], 10, [[false]], [[false]]]];</code>
 
|x3= [[SQS]] example<br />
'''generator addAction'''
<code>_genAct = generator [[addAction_TKOH|addAction]] ["Switch on generator", "activateGenerator.sqs"]</code>
 
'''activateGenerator.sqs'''
<code>_gen = [[_this]] [[select]] 0
_caller = [[_this]] [[select]] 1
_id = [[_this]] [[select]] 2
<nowiki>;</nowiki> remove the action once it is activated
_gen [[removeAction]] _id</code>
 
|x4= [[{{tkoh}}]] example:<code>_heli [[addAction_TKOH|addAction]] [
"Test",
"myTest.sqf",
"",
1,
true,
true,
"",
"true",
"display1",
2,
0.25,
9,
0,
"<img image='\HSim\UI_H\data\ui_action_autohover_ca.paa' size='1.8' shadow=0 />",
"<nowiki><br /></nowiki>My test tooltip"
]</code>
 
 
|pr= Due to a bug in {{ofp}}, actions added via [[addAction_TKOH|addAction]] don't get properly updated after mounting vehicles. When you have several actions available while mounting a vehicle and drive away from the actions' position, they will still be shown in the menu until you dismount and remount the vehicle. |Problems=
 
| [[removeAction]], [[removeAllActions]], [[setUserActionText]], [[inputAction]], [[action]]
}}
 
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
 
<dd class="notedate">Posted on August 2, 2006 - 10:10
<dt class="note">[[User:Hardrock|hardrock]]
<dd class="note">
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:
<code>_myaction = [[player]] [[addAction_TKOH|addAction]] ["Hello", "hello.sqs"];</code>
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:
<code>[[player]] [[removeAction]] _myaction;</code>
 
 
<dd class="notedate">Posted on June 19, 2014 - 15:01 (UTC)</dd>
<dt class="note">[[User:Krzmbrzl00|Krzmbrzl00]]</dt>
<dd class="note">If executing ''actual script code'' like this:
<code>_unit [[addAction_TKOH|addAction]] [ "yourAction", { [[hint]] "A line of code" } ];</code>
:you can have a user action that uses and/or affects variables used elsewhere in the script that adds the action.
'''But beware!'''<br>
The variable(s) must be global otherwise it won't work! ''i.e.''
;Fail:<code>_variable = [[false]];<br>_unit [[addAction_TKOH|addAction]] [ "action", { _variable = [[true]] } ];</code>
;Succeed:<code>variable = [[false]];<br>_unit [[addAction_TKOH|addAction]] [ "action", { variable = [[true]] } ];</code>
</dd>
 
<dd class="notedate">Posted on August 15, 2014 - 13:10 (UTC)</dd>
<dt class="note">[[User:SilentSpike|SilentSpike]]</dt>
<dd class="note">
Be aware that function names are essentially just global variables for code, so you can use function names as the '''script''' parameter.
</dd>
 
<dd class="notedate">Posted on March 10, 2015 - 09:55 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note">
Function to remove user actions with unknown ids:
<code>KK_fnc_removeUnknownUserActions = {
[[for]] "_i" [[from]] 0 [[to]] ([[player]] [[addAction_TKOH|addAction]] ["",""]) [[do]] {
[[if]] !(_i [[in]] [[_this]]) [[then]] {
[[player]] [[removeAction]] _i;
};
};
};</code>
To test:
<code>[[for]] "_i" [[from]] 0 [[to]] 9 [[do]] {
[[player]] [[addAction_TKOH|addAction]] ["Action #" + [[str]] _i, {
[0,5,6] [[call]] KK_fnc_removeUnknownUserActions;
}];
};
</code>
Removes all user actions but 0, 5 and 6.
</dd>
 
<!-- Note Section END -->
</dl>
 
<h3 style="display:none">Bottom Section</h3>
 
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
{{GameCategory|arma1|Scripting Commands}}
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|tkoh|Scripting Commands}}
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]

Latest revision as of 23:01, 24 June 2022

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