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{{RV|type=command | |||
|game1= ofp | |||
|version1= 1.00 | |||
|game2= ofpe | |||
|version2= 1.00 | |||
|game3= arma1 | |||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|eff= global | |||
|gr1= Interaction | |||
|descr= Make a unit perform an action. See [[:Category:Actions]] for action names and syntaxes. | |||
{{Feature|arma3| | |||
Since {{arma3}} 2.18 it is possible to use [[actionNow]] to perform some actions immediately without any animation. | |||
However, note that some actions do require animations (for example, opening inventory while on foot), otherwise they will get cancelled. | |||
}} | |||
{{Feature|informative| | |||
* in singleplayer, when user Alt-Tabs the simulation is paused and so the action will also halt until user returns to the game. For example, <sqf inline>player action ["GetInDriver", car];</sqf> executed while user is Alt-Tabbed will result in the user seeing the action happening when he returns to the game screen. This does not happen in Multiplayer. | |||
* the alternative syntax creates a temporary Logic entity in place of ''unit''. | |||
}} | |||
|mp= {{Feature|important| | |||
The argument's [[Multiplayer Scripting#Locality|locality]] is '''usually''' local, but some actions can take a global argument (e.g "Eject", "GetOut", "GetInXXXX", "MoveToXXXX"). | |||
See [[:Category:Actions]] for more details. | |||
}} | |||
|s1= unit [[action]] actionArray | |||
|p1= unit: [[Object]] | |||
|p2= actionArray: [[Array]] | |||
|r1= [[Nothing]] | |||
|s2= [[action]] actionArray | |||
|s2since= arma3 2.10 | |||
|p21= actionArray: [[Array]] | |||
|r2= [[Nothing]] | |||
|x1= <sqf>player action ["SitDown", player];</sqf> | |||
|x2= <sqf>_soldier action ["Eject", vehicle _soldier];</sqf> | |||
|x3= <sqf> | |||
player action ["UseWeapon", player, player, 7]; // plays pick up animation before throwing grenade | |||
action ["UseWeapon", player, player, 7]; // normal grenade throw | |||
</sqf> | |||
|seealso= [[actionNow]] [[actionIDs]] [[actionParams]] [[addAction]] [[setUserActionText]] [[inGameUISetEventHandler]] [[showHUD]] [[inputAction]] [[removeAction]] [[removeAllActions]] [[weaponsInfo]] | |||
}} | |||
{{Note | |||
|user= Tom_48_97 | |||
|timestamp= 20090828092600 | |||
|text= In {{arma2}}, you can place a unique unit (for example a boat, far of all combats) and use it for all command lines with action. | |||
}} | |||
{{Note | |||
|user= DreadedEntity | |||
|timestamp= 20150327175700 | |||
|text= This command has no effect when a dead unit is used as input. | |||
}} | |||
{{Note | |||
|user= DrSova | |||
|timestamp= 20170627021500 | |||
|text= <sqf>player action ["SWITCHWEAPON", player, player, -1]</sqf> | |||
Switching weapon to the back. | |||
}} | |||
{{Note | |||
|user= Yuval | |||
|timestamp= 20170720122200 | |||
|text= Some of the actions (such as "DropWeapon") do not always execute, and there should be a set of conditions for them to run. | |||
The unit must be able to perform the dropping animation in order for the action to properly execute. | |||
So, if for example we spawn a unit at [0,0,0] and make it perform a "DropWeapon" action - it won't work if [0,0,0] is water (which it is, if the current map is an island) because the unit will be swimming.<br> | |||
<br> | |||
Also, you cannot stack up actions right after the other. If you run a "DropWeapon" action when the current action animation is still going - it will not perform. | |||
There are a few more conditions for an action to perform, but relying on a hundred percent success of the action is not a good practice. | |||
}} |
Latest revision as of 16:56, 23 March 2024
Description
- Description:
- Make a unit perform an action. See Category:Actions for action names and syntaxes.
- Multiplayer:
- Groups:
- Interaction
Syntax
Alternative Syntax
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- actionNow actionIDs actionParams addAction setUserActionText inGameUISetEventHandler showHUD inputAction removeAction removeAllActions weaponsInfo
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
- Posted on Aug 28, 2009 - 09:26 (UTC)
- In Arma 2, you can place a unique unit (for example a boat, far of all combats) and use it for all command lines with action.
- Posted on Mar 27, 2015 - 17:57 (UTC)
- This command has no effect when a dead unit is used as input.
- Posted on Jun 27, 2017 - 02:15 (UTC)
- Switching weapon to the back.
- Posted on Jul 20, 2017 - 12:22 (UTC)
-
Some of the actions (such as "DropWeapon") do not always execute, and there should be a set of conditions for them to run.
The unit must be able to perform the dropping animation in order for the action to properly execute.
So, if for example we spawn a unit at [0,0,0] and make it perform a "DropWeapon" action - it won't work if [0,0,0] is water (which it is, if the current map is an island) because the unit will be swimming.
Also, you cannot stack up actions right after the other. If you run a "DropWeapon" action when the current action animation is still going - it will not perform. There are a few more conditions for an action to perform, but relying on a hundred percent success of the action is not a good practice.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Interaction
- Scripting Commands: Global Effect