addAction: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 59: | Line 59: | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on August 2, 2006 - 10:10</dd> | |||
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><dd class="note">''Notes from before the conversion:'' | |||
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: | |||
<pre>myaction = player addAction ["Hello", "hello.sqs"]</pre> | |||
This stores the action's ID in the global variable "myaction" and assists in keeping track of the action ID. To remove the above action, you would use the following line: | |||
<pre>player removeAction myaction</pre> | |||
</dd> | |||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 11:10, 2 August 2006
Description
- Description:
- Add an entry to the action menu on the position of an object. The action entry is usable for anyone, but can only be activated on the position of the object that it's assigned to.
Parameters of the called script:
An array of parameters is passed to the called script:
[unit, caller, ID]
- Problems:
- Due to a bug in OFP actions added via addAction don't get updated properly after mounting vehicles. When you have several actions available while mounting a vehicle and drive away from the actions' position, they'll still be shown in the menu until you dismount and remount the vehicle. There are work-arounds mentioned on the OFPEC Forums
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit addAction [title, filename]
- Parameters:
- unit: Object - unit or object to assign the action to
- title: String - the title which is displayed in the action menu
- filename: String - path to the script that is called when the action is activated. Relative to the mission folder
- Return Value:
- Integer positive 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.
Examples
- Example 1:
genAct = generator addAction ["Switch on generator", "activate_generator.sqs"]
activate_generator.sqs:
_gen = _this select 0 _id = _this select 2 ; remove the action once it is activated _gen removeAction _id
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.
Additional Information
- See also:
- removeAction
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
- Notes from before the conversion:
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 global 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