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|x4= <pre>_vehicle addAction ["Test", "myTest.sqf", "", 1, true, true, "", "true", "display1", 2, 0.25, 9, 0, "<img image='\HSim\UI_H\data\ui_action_autohover_ca.paa' size='1.8' shadow=0 />", "<br />My test tooltip"]</pre> |= Example 4 | |x4= <pre>_vehicle addAction ["Test", "myTest.sqf", "", 1, true, true, "", "true", "display1", 2, 0.25, 9, 0, "<img image='\HSim\UI_H\data\ui_action_autohover_ca.paa' size='1.8' shadow=0 />", "<br />My test tooltip"]</pre> |= Example 4 | ||
|x5= <pre> | |x5= <pre>player addAction ["Hello", { hint "Hello World"; }]</pre> |= Example 5 | ||
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Revision as of 10:08, 10 June 2013
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' (eg: building). 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 (eg: most buildings), 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.
Filename extension for the script can be anything, but by convention, is named .sqs or .sqf
Parameters of the called script upon activation:An array of parameters is passed to the called script:
[target, caller, ID, (arguments)]
- 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 = unitName addAction [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip)] (optional parameters not applicable to OFP, 'condition' parameter only applicable to Arma 2, parameters from 'positionInModel' only for TKOH)
- Parameters:
- unitName: Object [title, filename(or Code), (arguments, priority, showWindow, hideOnUse, shortcut, condition)]: Array title: String or Structured Text - The action name which is displayed in the action menu. filename or code: String or Code - Path to the script that is called when the action is activated. Relative to the mission folder. Since Take On Helicopters this parameter is also accepting Code data type. arguments: Anything - (optional) Arguments to pass to the script (will be (_this select 3) for the script) priority: Number - (optional) 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 or decimal. Actions with same values will be arranged in order which they were made, newest at the bottom. Typical range is 0 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on'). showWindow: Boolean - (optional) If set True; players see "Titletext". At mid-lower screen, as they approach the object. False turns it off. hideOnUse: Boolean - (optional) 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") condition: String - (optional, Arma 2 only, default:true) Code that must return true for action to be shown. Special variables "_target" (unit to which action is attached to) and "_this" (caller/executing unit) can be used in the evaluation. positionInModel: String - (optional, TKOH only, default: "") Name of the named selection in the model for positioning the action in 3D space; typically a memory point. radius: Number - (optional, TKOH only) Distance in meters the unit activating the action must be within to activate it. -1 disables this radius. radiusView: Number - (optional, TKOH only) Maximum distance in meters the cursor can be away from the 3D action to activate it. -1 disables this radius. showIn3D: Number - (optional, TKOH only) Condition for showing the action in 3D space (combine by adding up). 1 - show 2 - draw if unit is pilot 4 - draw if unit is inside vehicle 8 - draw if unit is outside vehicle 16 - draw if not in external camera 32 - draw if not in internal camera 64 - draw if not in gunner camera (turret optics) available: Number - (optional, TKOH only) Condition for being able to activate the action (combine by adding up). 0 - disabled 1 - unit is pilot or copilot 2 - unit is inside target 4 - unit is not inside target) textDefault: String - (optional, TKOH only) Structured text which is shown as the 3D action (so it can be an icon), or in the center of the screen when the action is highlighted in the action menu for a 2D action. textToolTip: String - (optional, TKOH only) Structured text which is faded in under the textDefault when hovering over the action in 3D space.
- Return Value:
- 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 _caller = _this select 1 _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.- Example 3:
_actionId = _vehicle addAction ["View radar", "mission\radar\viewRadar.sqf", ["forwardRadar", 8], 1, false, true, "teamSwitchPrev", "driver _target == player"];
- Example 4:
_vehicle addAction ["Test", "myTest.sqf", "", 1, true, true, "", "true", "display1", 2, 0.25, 9, 0, "<img image='\HSim\UI_H\data\ui_action_autohover_ca.paa' size='1.8' shadow=0 />", "<br />My test tooltip"]
- Example 5:
player addAction ["Hello", { hint "Hello World"; }]
Additional Information
- See also:
- removeActionaddAction (VBS2)
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 06:08, 3 June 2008 (CEST)
- General Barron
- You can find a list of all available actions (for use in the "shortcut" parameter) here. The list is for VBS2, so there are a few actions that are not available in Arma.
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
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Activators
- Command Group: Interaction
- Command Group: Unit Control