addAction: Difference between revisions

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m (added example, requested by commy2)
m (Undo revision 108226 by R3vo (talk))
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| ofp |= Game name
| arma3 |Game name=


|1.1|= Game version
|0.50|Game version=


|arg= global |= Arguments in MP
|arg= global |Arguments in MP=


|eff= local |= Effects in MP
|eff= local |Effects in MP=
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| {{Feature arma3| This command syntax is for Arma 3 only. For TKOH and older versions see [[addAction TKOH]]}}
| {{Feature arma3| This command syntax is for Arma 3 only. For TKOH and older versions see [[addAction TKOH]]}}
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 (eg: building). Adding an action to the player obviously makes that action available to the player at all times. The appearance of onscreen text could be further tweaked with [[setUserActionText]]. For event handling of user interaction see [[inGameUISetEventHandler]]<br><br>
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. The appearance of onscreen text could be further tweaked with [[setUserActionText]]. For event handling of user interaction see [[inGameUISetEventHandler]].


This command has [[local]] effect. Created action is only available on the computer where command was executed. To make action available to all players, command must be executed on all connected clients (see [[remoteExec]]). [[addAction]] is also ignored on dedicated server, because of no user interface. In Arma 3 [[addAction]] does not work on animals. This is intended behavior. <br><br>
{{Informative|In {{arma3}} [[addAction]] does not work on animals, this is intended behavior.}}


{{GVI|arma3|1.63}} Two new params are available: ''radius'' and ''unconscious''.<br>
{{{!}}
{{GVI|arma3|1.69}} New param is available: ''selection''.<br>
{{!}}{{GVI|arma3|1.63}}
{{GVI|arma3|1.81}} New param is available: ''memoryPoint'' & ''radius'' param is now always referencing distance between player eye position ([[eyePos]]) and object selection, memory point or [0,0,0]; in this order, depending on what params are supplied to the command.
{{!}}Two new params are available: ''radius'' and ''unconscious''
|= Description
{{!}}-
{{!}}{{GVI|arma3|1.69}}
{{!}}New param is available: ''selection''
{{!}}-
{{!}}{{GVI|arma3|1.81}}
{{!}}New param is available: ''memoryPoint'' & ''radius'' param is now always referencing distance between player eye position ([[eyePos]]) and object selection, memory point or [0,0,0]; in this order, depending on what params are supplied to the command.
{{!}}}
|Description=
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| object [[addAction]] [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] |= Syntax
| object [[addAction]] [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] |Syntax=


|p1= object: [[Object]] - unit, vehicle or static object |= Parameter 1             
|p1=
|p2 = [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection]: [[Array]]
<dl>
|p3= title: [[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]] |= Parameter 2
<dt style="clear:none;">object:</dt>
<dd>[[Object]] - unit, vehicle or static object</dd>


|p4= script: [[String]] or [[Code]] - Either path to the script file, relative to the mission folder or string with code or the actual script code. If the string is a path to script file, the script file *must* have extension .[[SQS]] or .[[SQF]]. 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]].  
<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 '''&lt;''' and '''&amp;gt;''' for '''&gt;'''. 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 the actual script code. If the string is a path to script file, the script file *must* have extension .[[SQS]] or .[[SQF]]. 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>
<ul>
    <li>Parameters array passed to the script upon activation in ''[[_this]]'' variable is: [''target'', ''caller'', ''ID'', ''arguments'']</li>
<li>
    <li>''target'' (_this select 0): [[Object]] - the object which the action is assigned to</li>
Parameters array passed to the script upon activation in ''[[_this]]'' variable is:
    <li>''caller'' (_this select 1): [[Object]] - the unit that activated the action</li>
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"];</syntaxhighlight>
    <li>''ID'' (_this select 2): [[Number]] - ID of the activated action (same as ID returned by [[addAction]])</li>
</li>
    <li>''arguments'' (_this select 3): [[Anything]] - arguments given to the script if you are using the extended syntax</li>
<li>''target'' (_this select 0): [[Object]] - the object which the action is assigned to</li>
</ul> |= Parameter 3
<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]])</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>[[Anything]] - (Optional, default [[nil]]) 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''</dd>
 
<dt>priority:</dt>
<dd>[[Number]] - (Optional, default 1.5) 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')</dd>


|p5= arguments (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]] |= Parameter 4
<dt>showWindow:</dt>
<dd>[[Boolean]] - (Optional, default [[true]]) 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</dd>


|p6= priority (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 |= Parameter 5
<dt>hideOnUse:</dt>
<dd>[[Boolean]] - (Optional, default [[true]]) 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</dd>


|p7= showWindow (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]] |= Parameter 6
<dt>shortcut:</dt>
<dd>[[String]] - (Optional, default "") 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</dd>


|p8= hideOnUse (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]] |= Parameter 7
<dt>condition:</dt>
<dd>[[String]] - (Optional, default "true") script code that must return [[true]] for the action to be shown. Special variables passed to the script code are ''_target'' (object to which action is attached to) and ''_this'' (caller/executing person)
{{Important|
* ''condition'' is evaluated on each frame in [[Scheduler#Unscheduled_Environment|non-scheduled environment]].
* ''condition'' is '''not''' evaluated if a dialog is open.
* If action is added to an object (and not to [[player]]) ''condition'' will only get evaluated IF player is closer than ~50m to the object surface AND is looking at the object.
* If action is added to [[player]], ''condition'' is evaluated all the time.}}</dd>


|p9= shortcut (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: "" |=Parameter 8
<dt>radius:</dt>
<dd>[[Number]] - (Optional, default 50) 3D [[distance]] in meters the unit activating the action must be within to activate it. -1 disables this radius</dd>


|p10= condition (Optional): [[String]] - script code that must return [[true]] for the action to be shown. Special variables passed to the script code are ''_target'' (object to which action is attached to) and ''_this'' (caller/executing person). Default value: "true"
<dt>unconscious:</dt>
<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 ~50m to the object surface AND is looking at the object. If action is added to [[player]], the <u>condition</u> is evaluated all the time.</div> |= Parameter 9
<dd>[[Boolean]] - (Optional, default [[false]]) if [[true]] will be shown to incapacitated player (see [[setUnconscious]], [[lifeState]])</dd>


|p11= radius (Optional): [[Number]] - 3D [[distance]] in meters the unit activating the action must be within to activate it. -1 disables this radius. Default value: 50 |= Parameter 10
<dt>selection:</dt>
<dd>[[String]] - (Optional, default "") named selection in Geometry LOD to which the action is attached</dd>


|p12= unconscious (Optional): [[Boolean]] - if [[true]] will be shown to incapacitated player (see [[setUnconscious]], [[lifeState]]). Default value: [[false]] |= Parameter 11
<dt>memoryPoint:</dt>
|p13= selection (Optional): [[String]] - named selection in Geometry LOD to which the action is attached. Default value: "" |= Parameter 12
<dd>[[String]] - (Optional, default "") memory point on the object to which the action is attached. If ''selection'' is supplied, ''memoryPoint'' is not used</dd>
|p14= memoryPoint (Optional): [[String]] - memory point on the object to which the action is attached. If parameter ''selection'' is supplied, parameter ''memoryPoint'' is not used. Default value: "" |= Parameter 13


</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]] |= Return value
| [[Number]] - The ID of the action is returned. Action can be removed with [[removeAction]] (see also [[removeAllActions]]. IDs are incrementing, the first given action to each unit has the ID 0, the second the ID 1, etc. IDs are also passed to the called script (see ''script'' parameter) |Return value=
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|x1= Short and sweet:<code>[[player]] [[addAction]] ["A Useless Action That Does Nothing", {}];
|x1= <code>{{codecomment|// short and sweet}}
[[player]] [[addAction]] ["a useless action that does nothing", {}];
[[player]] [[addAction]] ["<t color='#FF0000'>This Useless Action Is RED</t>", {[[hint]] "RED"}];
[[player]] [[addAction]] ["<t color='#FF0000'>This Useless Action Is RED</t>", {[[hint]] "RED"}];
[[player]] [[addAction]] ["Hint Hello!", {[[hint]] [[format]] ["Hello %1!", [[_this]] [[select]] 3]}, [[name]] [[player]]];
[[player]] [[addAction]] ["Hint Hello!", { [[hint]] [[format]] ["Hello %1!", [[name]] [[player]]] }];
[[player]] [[addAction]] ["String Exec", "[[hint]] 'this is also compiled'"];</code> |= Example 1
[[player]] [[addAction]] ["String Exec", "[[hint]] 'this is also compiled'"];</code> |Example 1=
 
|x2= [[SQF]] file example: <code>_act = [[player]] [[addAction]] ["Exec the file", "somescript.sqf"]</code>
somescript.sqf:
<code>[[hint]] [[str]] _this;</code> |= Example 2
 
|x3= [[SQS]] file example: <code>_genAct = generator [[addAction]] ["Switch on generator", "activate_generator.sqs"]</code>
activate_generator.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>
 
This example shows an action called "Switch on generator" added to an object with the name 'generator'. As soon as the player gets close to this object, he can execute the given action via the action menu. Then the script 'activate_generator.sqs' is executed, which in our example only removes the action from the generator. |= Example 3
 
|x4=Default parameters:<code>[[this]] [[addAction]] ["<title>", {
    [[params]] ["_target", "_caller", "_actionId", "_arguments"];},
    [],
    1.5, [[true]], [[true]], "",
    "[[true]]", // _target [[_this]]
    50,
    [[false]],
    "",
    ""
];</code>|= Example 5
 


|x2= <code>_act = [[player]] [[addAction]] ["Exec the file", "scriptFile.sqf"]</code>
'''scriptFile.sqf:'''
<code>[[hint]] [[str]] [[_this]];</code> |Example 2=


|x3= <code>{{codecomment|// create object on the server and add action to the object on every client}}
[[if]] ([[isServer]]) [[then]]
{
_object = "some_obj_class" [[createVehicle]] [1234, 1234, 0];
[_object, ["Greetings!", {[[hint]] "Hello!"}]] [[remoteExec]] ["addAction"];
};</code> |Example 3=
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| [[actionIDs]], [[actionParams]], [[setUserActionText]], [[inGameUISetEventHandler]], [[showHUD]], [[inputAction]], [[removeAction]], [[removeAllActions]], [[action]], [[BIS_fnc_holdActionAdd]] |= See also
| [[actionIDs]], [[actionParams]], [[setUserActionText]], [[inGameUISetEventHandler]], [[showHUD]], [[inputAction]], [[removeAction]], [[removeAllActions]], [[action]], [[BIS_fnc_holdActionAdd]] |See also=
 
}}
}}


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<dd class="notedate">Posted on 17:35, 24 August 2013 (CEST)
<dd class="notedate">Posted on June 19, 2014 - 15:01 (UTC)
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]
<dt class="note">[[User:Krzmbrzl00|Krzmbrzl00]]
<dd class="note">
In Arma 3 [[addAction]] does not work on animals. This is [http://feedback.arma3.com/view.php?id=7319 intended behavior].
 
 
<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:
<dd class="note">If executing ''actual script code'' like this:
<code>_unit [[addAction]] [ "yourAction", { [[hint]] "A line of code" } ];</code>
<code>_unit [[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.
:you can have a user action that uses and/or affects variables used elsewhere in the script that adds the action.
'''But beware!'''<br>
'''But beware!'''<br />
The variable(s) must be global otherwise it won't work! ''i.e.''
The variable(s) must be global otherwise it won't work! ''i.e.''
;Fail:<code>_variable = [[false]];<br>_unit [[addAction]] [ "action", { _variable = [[true]] } ];</code>
;Fail:<code>_variable = [[false]];<br>_unit [[addAction]] [ "action", { _variable = [[true]] } ];</code>
;Succeed:<code>variable = [[false]];<br>_unit [[addAction]] [ "action", { variable = [[true]] } ];</code>
;Succeed:<code>variable = [[false]];<br>_unit [[addAction]] [ "action", { variable = [[true]] } ];</code>
</dd>




<dd class="notedate">Posted on March 10, 2015 - 09:55 (UTC)</dd>
<dd class="notedate">Posted on March 10, 2015 - 09:55 (UTC)
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]
<dd class="note">
<dd class="note">
  Actionception:<code>actions = [];
  Actionception:<code>actions = [];
Line 168: Line 177:
</code>
</code>
Removes all user actions but 0, 5 and 6.
Removes all user actions but 0, 5 and 6.
</dd>


<dd class="notedate">Posted on July 18, 2016 - 01:13 (UTC)</dd>
<dt class="note">[[User:longbow|longbow]]</dt>
<dd class="note">
'''A3 v1.62.137494''': Condition is not evaluated when map is opened (and probably also true for other displays or opened dialog)
</dd>
<dd class="notedate">Posted on October 28, 2017 - 04:16 (UTC)</dd>
<dt class="note">[[User:Midnighters|Midnighters]]</dt>
<dd class="note">
addAction with all the default parameters:
<code>
addAction["Cookies",{},nil,1.5,true,true,"","true",15,false,"",""];
</code>
</dd>


<dd class="notedate">Posted on May 02, 2018 - 13:44 (UTC)</dd>
<dd class="notedate">Posted on May 02, 2018 - 13:44 (UTC)</dd>
Line 193: Line 186:
[[player]] [[setUserActionText]] [_action , "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];
[[player]] [[setUserActionText]] [_action , "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];
</code>
</code>
</dd>


</dl>
</dl>
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<h3 style="display:none">Bottom Section</h3>
<h3 style="display:none">Bottom Section</h3>


[[Category:Scripting Commands|ADDACTION]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Activators|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Activators|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]

Revision as of 10:23, 9 June 2018

Hover & click on the images for description

Description

Description:
Arma 3
This command syntax is for Arma 3 only. For TKOH and older versions see addAction TKOH

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. The appearance of onscreen text could be further tweaked with setUserActionText. For event handling of user interaction see inGameUISetEventHandler.

In Arma 3 addAction does not work on animals, this is intended behavior.
Arma 3 logo black.png1.63 Two new params are available: radius and unconscious
Arma 3 logo black.png1.69 New param is available: selection
Arma 3 logo black.png1.81 New param is available: memoryPoint & radius param is now always referencing distance between player eye position (eyePos) and object selection, memory point or [0,0,0]; in this order, depending on what params are supplied to the command.
Groups:
Uncategorised

Syntax

Syntax:
object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]
Parameters:
object:
Object - unit, vehicle or static object
title:
String - The action name which is displayed in the action menu, may contain XML like syntax. Because of that < and > symbols will be interpreted as opening and closing XML tags. To avoid this use &lt; for < and &gt; for >. The title text can be changed with setUserActionText
script:
String or Code - Either path to the script file, relative to the mission folder or string with code or the actual script code. If the string is a path to script file, the script file *must* have extension .SQS or .SQF. The script, whether it is a file or a code, will run in scheduled environment, i.e. it is ok to use sleep.
  • Parameters array passed to the script upon activation in _this variable is:
    params ["_target", "_caller", "_actionId", "_arguments"];
    
  • target (_this select 0): Object - the object which the action is assigned to
  • caller (_this select 1): Object - the unit that activated the action
  • ID (_this select 2): Number - ID of the activated action (same as ID returned by addAction)
  • arguments (_this select 3): Anything - arguments given to the script if you are using the extended syntax
arguments:
Anything - (Optional, default nil) 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
priority:
Number - (Optional, default 1.5) 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')
showWindow:
Boolean - (Optional, default true) 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
hideOnUse:
Boolean - (Optional, default true) 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
shortcut:
String - (Optional, default "") one of the 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
condition:
String - (Optional, default "true") script code that must return true for the action to be shown. Special variables passed to the script code are _target (object to which action is attached to) and _this (caller/executing person)
  • condition is evaluated on each frame in non-scheduled environment.
  • condition is not evaluated if a dialog is open.
  • If action is added to an object (and not to player) condition will only get evaluated IF player is closer than ~50m to the object surface AND is looking at the object.
  • If action is added to player, condition is evaluated all the time.
radius:
Number - (Optional, default 50) 3D distance in meters the unit activating the action must be within to activate it. -1 disables this radius
unconscious:
Boolean - (Optional, default false) if true will be shown to incapacitated player (see setUnconscious, lifeState)
selection:
String - (Optional, default "") named selection in Geometry LOD to which the action is attached
memoryPoint:
String - (Optional, default "") memory point on the object to which the action is attached. If selection is supplied, memoryPoint is not used
Return Value:
Number - The ID of the action is returned. Action can be removed with removeAction (see also removeAllActions. IDs are incrementing, the first given action to each unit has the ID 0, the second the ID 1, etc. IDs are also passed to the called script (see script parameter)

Examples

Example 1:
// short and sweet player addAction ["a useless action that does nothing", {}]; player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", {hint "RED"}]; player addAction ["Hint Hello!", { hint format ["Hello %1!", name player] }]; player addAction ["String Exec", "hint 'this is also compiled'"];
Example 2:
_act = player addAction ["Exec the file", "scriptFile.sqf"] scriptFile.sqf: hint str _this;
Example 3:
// create object on the server and add action to the object on every client if (isServer) then { _object = "some_obj_class" createVehicle [1234, 1234, 0]; [_object, ["Greetings!", {hint "Hello!"}]] remoteExec ["addAction"]; };

Additional Information

See also:
actionIDsactionParamssetUserActionTextinGameUISetEventHandlershowHUDinputActionremoveActionremoveAllActionsactionBIS_fnc_holdActionAdd

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

Posted on August 2, 2006 - 10:10
hardrock
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: _myaction = player addAction ["Hello", "hello.sqs"]; 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: player removeAction _myaction;
Posted on June 19, 2014 - 15:01 (UTC)
Krzmbrzl00
If executing actual script code like this: _unit addAction [ "yourAction", { hint "A line of code" } ];
you can have a user action that uses and/or affects variables used elsewhere in the script that adds the action.
But beware!
The variable(s) must be global otherwise it won't work! i.e.
Fail
_variable = false;
_unit addAction [ "action", { _variable = true } ];
Succeed
variable = false;
_unit addAction [ "action", { variable = true } ];
Posted on March 10, 2015 - 09:55 (UTC)
Killzone Kid
Actionception:actions = []; actions set [0, player addAction ["Actionception", { if (count actions == 1) then { actions set [1, player addAction [" Actionception ", { if (count actions == 2) then { actions set [2, player addAction [" Actionception ", { if (count actions == 3) then { actions set [3, player addAction [" Actionception ", { { player removeAction _x; } forEach actions; }, [], 10, false, true]]; }; }, [], 10, false, false]]; }; }, [], 10, false, false]]; }; }, [], 10, false, false]]; Function to remove user actions with unknown ids: KK_fnc_removeUnknownUserActions = { for "_i" from 0 to (player addAction ["",""]) do { if !(_i in _this) then { player removeAction _i; }; }; }; To test: for "_i" from 0 to 9 do { player addAction ["Action #" + str _i, { [0,5,6] call KK_fnc_removeUnknownUserActions; }]; }; Removes all user actions but 0, 5 and 6.
Posted on May 02, 2018 - 13:44 (UTC)
Dedmen
If you want to replicate vanilla Actions like "Treat yourself" where the scroll menu only shows text and it displays the icon mid-screen you can use private _action = player addAction ["Heal", {}]; player setUserActionText [_action , "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];

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