BIS fnc holdActionAdd: Difference between revisions
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____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| arma3 | | | arma3 |Game name= | ||
|1.62| | |1.62|Game version= | ||
|arg= global | | |arg= global |Arguments in MP= | ||
|eff= local | | |eff= local |Effects in MP= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| Adds an action to an object which requires the user to hold a key to perform the action.|= | | Adds an action to an object which requires the user to hold a key to perform the action. |Description= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority | | [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious''] call [[BIS_fnc_holdActionAdd]] |Syntax= | ||
|p1= target: [[Object]] - Object the action is attached to | | |p1= target: [[Object]] - Object the action is attached to |Parameter 1= | ||
|p2= title: [[String]] - Title of the action shown in the action menu | | |p2= title: [[String]] - Title of the action shown in the action menu |Parameter 2= | ||
|p3= idleIcon: [[String]] - Path of the idle icon shown on screen. See [[#Notes|notes]] for a full list of vanilla icons. | | |p3= idleIcon: [[String]] - Path of the idle icon shown on screen. See [[#Notes|notes]] for a full list of vanilla icons. |Parameter 3= | ||
|p4= progressIcon: [[String]] - Path of the progress icon shown on screen | | |p4= progressIcon: [[String]] - Path of the progress icon shown on screen |Parameter 4= | ||
|p5= conditionShow: [[String]] - Condition for the action to be shown.<br /> | |p5= conditionShow: [[String]] - Condition for the action to be shown.<br /> | ||
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) | | Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) |Parameter 5= | ||
|p6= conditionProgress: [[String]] - Condition for the action to progress; if false is returned action progress is paused.<br /> | |p6= conditionProgress: [[String]] - Condition for the action to progress; if false is returned action progress is paused.<br /> | ||
Special arguments passed to the code: _target, _caller, _id, _arguments | | Special arguments passed to the code: _target, _caller, _id, _arguments |Parameter 6= | ||
|p7= codeStart: [[Code]] - Code executed when action starts. | |p7= codeStart: [[Code]] - Code executed when action starts. Passed arguments are: | ||
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"];</syntaxhighlight> | |||
* _this select 0: [[Object]] - the object which the action is assigned to | * _this select 0: [[Object]] - the object which the action is assigned to | ||
* _this select 1: [[Object]] - the unit that activated the action | * _this select 1: [[Object]] - the unit that activated the action | ||
* _this select 2: [[Number]] - ID of the activated action (same as ID returned by addAction) | * _this select 2: [[Number]] - ID of the activated action (same as ID returned by addAction) | ||
* _this select 3: [[Array]] - arguments given to the function | | * _this select 3: [[Array]] - arguments given to the function |Parameter 7= | ||
|p8= codeProgress: [[Code]] - Code executed on every progress tick. | |p8= codeProgress: [[Code]] - Code executed on every progress tick. Passed arguments are: | ||
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments", "_progress", "_maxProgress"];</syntaxhighlight> | |||
* _this select 0: [[Object]] - the object which the action is assigned to | * _this select 0: [[Object]] - the object which the action is assigned to | ||
* _this select 1: [[Object]] - the unit that activated the action | * _this select 1: [[Object]] - the unit that activated the action | ||
Line 42: | Line 44: | ||
* _this select 3: [[Array]] - arguments given to the function | * _this select 3: [[Array]] - arguments given to the function | ||
* _this select 4: [[Number]] - currentProgress; progress goes from 1 to 24 | * _this select 4: [[Number]] - currentProgress; progress goes from 1 to 24 | ||
* _this select 5: [[Number]] - max progress (24) | | * _this select 5: [[Number]] - max progress (24) |Parameter 8= | ||
|p9= codeCompleted: [[Code]] - | |p9= codeCompleted: [[Code]] - code executed on completion; arguments. Passed arguments are: | ||
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart</syntaxhighlight> |Parameter 9= | |||
|p10= codeInterrupted: [[Code]] - | |p10= codeInterrupted: [[Code]] - code executed on interrupted; arguments [target, caller, ID, arguments] |Parameter 10= | ||
|p11= arguments: [[Array]] - | |p11= arguments: [[Array]] - arguments passed to the scripts |Parameter 11= | ||
|p12= duration: [[Number]] - | |p12= duration: [[Number]] - action duration, a.k.a how much time it takes to complete the action |Parameter 12= | ||
|p13= priority: [[Number]] - | |p13= priority: [[Number]] - priority value; actions are arranged in descending order according to this value |Parameter 13= | ||
|p14= removeCompleted (Optional, default | |p14= removeCompleted: [[Boolean]] - (Optional, default [[true]]) remove on completion |Parameter 14= | ||
|p15= showUnconscious (Optional, default | |p15= showUnconscious: [[Boolean]] - (Optional, default [[false]]) show in unconscious state |Parameter 15= | ||
|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> | |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> |Example 1= | ||
|x2= <code>[ | |x2= <code>[ | ||
_myLaptop, | _myLaptop, {{codecomment|// Object the action is attached to}} | ||
"Hack Laptop", | "Hack Laptop", {{codecomment|// Title of the action}} | ||
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", {{codecomment|// Idle icon shown on screen}} | "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", {{codecomment|// Idle icon shown on screen}} | ||
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", {{codecomment|// Progress icon shown on screen}} | "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", {{codecomment|// Progress icon shown on screen}} | ||
"_this [[distance]] _target < 3", | "_this [[distance]] _target < 3", {{codecomment|// Condition for the action to be shown}} | ||
"_caller [[distance]] _target < 3", | "_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}} | { _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, | 12, {{codecomment|// Action duration [s]}} | ||
0, | 0, {{codecomment|// Priority}} | ||
[[true]], | [[true]], {{codecomment|// Remove on completion}} | ||
[[false]] | [[false]] {{codecomment|// Show in unconscious state }} | ||
] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", | ] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", 0, _myLaptop]; {{codecomment|// MP compatible implementation}}</code> |Example 2= | ||
| [[Number]] - Action ID | | | [[Number]] - Action ID |Return value= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]] |See also= | |||
}} | }} | ||
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<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> | ||
<h3 style="display:none">Bottom Section</h3> | <h3 style="display:none">Bottom Section</h3> | ||
[[Category | [[Category:Functions|{{uc:holdActionAdd}}]] | ||
[[Category:{{Name|arma3}}: Functions|{{uc:holdActionAdd}}]] | |||
[[Category:{{Name|arma3}}: Functions|{{uc: | |||
<!-- CONTINUE Notes --> | <!-- CONTINUE Notes --> | ||
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* "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_'''takeOff2'''_ca.paa" | * "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_'''takeOff2'''_ca.paa" | ||
* "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_'''unbind'''_ca.paa" | * "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_'''unbind'''_ca.paa" | ||
</dd> | </dd> | ||
</dl> | </dl> | ||
<!-- DISCONTINUE Notes --> | <!-- DISCONTINUE Notes --> |
Revision as of 20:33, 27 May 2018
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, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious] 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 - Path of the idle icon shown on screen. See notes for a full list of vanilla icons.
- progressIcon: String - Path of the progress icon shown on screen
- conditionShow: String - Condition for the action to be shown.
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) - conditionProgress: String - Condition for the action to progress; if false is returned action progress is paused.
Special arguments passed to the code: _target, _caller, _id, _arguments - codeStart: Code - Code executed when action starts. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"];
- codeProgress: Code - Code executed on every progress tick. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments", "_progress", "_maxProgress"];
- _this select 0: Object - the object which the action is assigned to
- _this select 1: Object - the unit that activated the action
- _this select 2: Number - ID of the activated action (same as ID returned by addAction)
- _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)
- codeCompleted: Code - code executed on completion; arguments. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
- codeInterrupted: Code - code executed on interrupted; arguments [target, caller, ID, arguments]
- arguments: Array - arguments passed to the scripts
- duration: Number - action duration, a.k.a how much time it takes to complete the action
- priority: Number - 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
- 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:
[ _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 [s] 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_holdActionRemoveBIS_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
Notes
Bottom Section
- Posted on November 4, 2017 - 13:40 (UTC)
- Lou Montana
-
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"