action: Difference between revisions
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| unit '''action''' actionArray |SYNTAX= | | unit '''action''' actionArray |SYNTAX= | ||
|p1= unit: [[Object]] |= | |p1= unit: [[Object]] |PARAMETER1= | ||
|p2= actionArray: [[Array]] |= | |p2= actionArray: [[Array]] |PARAMETER2= | ||
| [[Nothing]] |RETURNVALUE= | | [[Nothing]] |RETURNVALUE= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <code>[[player]] [[action]] ["SitDown", [[player]]];</code> |= | |x1= <code>[[player]] [[action]] ["SitDown", [[player]]];</code> |EXAMPLE1= | ||
|x2= <code>_soldier [[action]] ["Eject", [[vehicle]] _soldier];</code> |= | |x2= <code>_soldier [[action]] ["Eject", [[vehicle]] _soldier];</code> |EXAMPLE2= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 14:23, 7 April 2019
Description
- Description:
- Make a unit to perform an action. Use the List of Actions for reference about the available actions and their syntax.
- Groups:
- Uncategorised
Syntax
Examples
Additional Information
- See also:
- actionIDsactionParamsaddActionsetUserActionTextinGameUISetEventHandlershowHUDinputActionremoveActionremoveAllActions
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 28 Aug, 2009
- tom_48_97
- 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.
Bottom Section
- Posted on March 27, 2015 - 17:57 (UTC)
- DreadedEntity
- This command has no effect when a dead unit is used as input.
- Posted on June 27, 2017 - 02:15 (UTC)
- DrSova
-
player action ["SWITCHWEAPON",player,player,-1]
Switching weapon to the back.
- Posted on July 20, 2017 - 12:22 (UTC)
- Yuval
-
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
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Unit Control