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This can be accomplished by doing the following: | This can be accomplished by doing the following: | ||
<pre> | <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. | This stores the action's ID in the global variable "myaction" and assists in keeping track of the action ID. |
Revision as of 15:39, 27 January 2008
Description
- Description:
- Add an entry to the action menu of an object. The action is usable by anyone, but can only be activated when in proximity to the 'object' (buildings eg). Adding an action to the player obviously makes that action available to the player at all times.
In the case of no action list currently set for the object (most buildings eg), adding an entry, creates an action list for that object.
Note:In ArmA the script file can be sqs or sqf, in OFP it can only be an sqs file.
In OFP filename extension for the script can be anything, but by convention, is named .sqs or .sqf
Parameters of the called script:
An array of parameters is passed to the called script:
[target, 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:
- Number = UnitaddAction ["title", "filename"]
- Parameters:
- Unit: Person or Vehicle - Object to assign the action to
- title: String - The action name which is displayed in the action menu.
- filename: String - File and Path relative to the mission folder. Called when the action is activated. Note that by convention only, the filename extension is .sqs (and or .sqf for Arma) However, ANY extension is valid, including none. There is no default extension type.
- Return Value:
- Return value needed
Alternative Syntax
- Syntax:
- Number = Unit addAction ["title", "filename", arguments, priority, showWindow, hideOnUse, "shortcut"] Armed Assault only
- Parameters:
- Unit: Person or Vehicle
- title: String - The action name 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.
- arguments: Anything - Arguments to pass to the script (will be (_this select 3) for the script)
- priority: Number - Priority value of the action. Actions will be arranged descending according to this. Every game action has a preset priority value. Value can be negative. Actions with same values will be arranged in order which they were made, newest at the bottom.
- showWindow: Boolean - If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off.
- hideOnUse: Boolean - If set True; it will remove the action, 'from the action menu', as a player uses the action. Set false; the action remains, 'in the action menu', after a player uses the action.
- shortcut: String - One of the key names defined in bin.pbo (e.g. "moveForward")
- Return Value:
- positive Number or Nothing 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:
- player addAction ["Hello", "hello.sqs"]
- Example 2:
_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:
- positive Number or Nothing 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.
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
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.1
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Activators
- Command Group: Interaction
- Command Group: Unit Control