BIS fnc holdActionAdd: Difference between revisions
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{{Function | {{Function | ||
| arma3 | | arma3 | ||
|1.62 | |1.62 | ||
|arg= global |Arguments in MP= | |arg= global |Arguments in MP= | ||
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|eff= local |Effects in MP= | |eff= local |Effects in MP= | ||
|gr1 = Interaction | |gr1 = Interaction | ||
| Adds an action to an object which requires the user to hold a key to perform the action.<br> | | Adds an action to an object which requires the user to hold a key to perform the action.<br> | ||
Line 44: | Line 44: | ||
* "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\'''refuel'''_ca.paa" | * "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\'''refuel'''_ca.paa" | ||
* "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\'''repair'''_ca.paa" | * "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\'''repair'''_ca.paa" | ||
</spoiler> | </spoiler> | ||
| [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious, showWindow''] call [[BIS_fnc_holdActionAdd]] | | [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious, showWindow''] call [[BIS_fnc_holdActionAdd]] | ||
|p1= target: [[Object]] - Object the action is attached to | |p1= target: [[Object]] - Object the action is attached to | ||
|p2= title: [[String]] - Title of the action shown in the action menu.It can contain [[Structured Text]] tags, such as {{Inline code|<t color{{=}}'#FFAA00'>text</t>}} | |p2= title: [[String]] - Title of the action shown in the action menu.It can contain [[Structured Text]] tags, such as {{Inline code|<t color{{=}}'#FFAA00'>text</t>}} | ||
|p3= idleIcon: [[String]] - Path of the idle icon shown on screen | |p3= idleIcon: [[String]] - Path of the idle icon shown on screen | ||
|p4= progressIcon: [[String]] - Path of the progress icon shown on screen | |p4= progressIcon: [[String]] - Path of the progress icon shown on screen | ||
|p5= conditionShow: [[String]] - Condition for the action to be shown.<br> | |p5= conditionShow: [[String]] - Condition for the action to be shown.<br> | ||
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) | Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) | ||
|p6= conditionProgress: [[String]] - Condition for the action to progress; if false is returned action progress is paused.<br> | |p6= conditionProgress: [[String]] - Condition for the action to progress; if false is returned action progress is paused.<br> | ||
Special arguments passed to the code: _target, _caller, _id, _arguments | Special arguments passed to the code: _target, _caller, _id, _arguments | ||
|p7= codeStart: [[Code]] - Code executed when action starts. Passed arguments are: | |p7= codeStart: [[Code]] - Code executed when action starts. Passed arguments are: | ||
Line 67: | Line 67: | ||
* caller: [[Object]] - the unit that activated the action | * caller: [[Object]] - the unit that activated the action | ||
* actionId: [[Number]] - ID of the activated action (same as ID returned by addAction) | * actionId: [[Number]] - ID of the activated action (same as ID returned by addAction) | ||
* arguments: [[Array]] - arguments given to the function | * arguments: [[Array]] - arguments given to the function | ||
|p8= codeProgress: [[Code]] - Code executed on every progress tick. Passed arguments are: | |p8= codeProgress: [[Code]] - Code executed on every progress tick. Passed arguments are: | ||
Line 76: | Line 76: | ||
* arguments: [[Array]] - arguments given to the function | * arguments: [[Array]] - arguments given to the function | ||
* progress: [[Number]] - currentProgress; progress goes from 1 to 24 | * progress: [[Number]] - currentProgress; progress goes from 1 to 24 | ||
* maxProgress: [[Number]] - max progress (24) | * maxProgress: [[Number]] - max progress (24) | ||
|p9= codeCompleted: [[Code]] - code executed on completion. Passed arguments are: | |p9= codeCompleted: [[Code]] - code executed on completion. Passed arguments are: | ||
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart</syntaxhighlight> | <syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart</syntaxhighlight> | ||
|p10= codeInterrupted: [[Code]] - code executed on interrupted. Passed arguments are: | |p10= codeInterrupted: [[Code]] - code executed on interrupted. Passed arguments are: | ||
Line 96: | Line 96: | ||
|p16= showWindow: [[Boolean]] - (Optional, default [[true]]) show on screen; if false action needs to be selected from action menu to appear on screen |Parameter 16= | |p16= showWindow: [[Boolean]] - (Optional, default [[true]]) show on screen; if false action needs to be selected from action menu to appear on screen |Parameter 16= | ||
|x1= <code><nowiki>[</nowiki>[[player]], "Kill", "", "", "[[true]]", "[[true]]", { [[hint]] "Started!" }, { [[systemChat]] [[str]] ([[_this]] [[select]] 3) }, { [[player]] [[setDamage]] 1 }, { [[hint]] "Afraid of death?" }, [], 10, [[nil]], [[true]], [[false]]] [[call]] [[BIS_fnc_holdActionAdd]];</code> | |x1= <code><nowiki>[</nowiki>[[player]], "Kill", "", "", "[[true]]", "[[true]]", { [[hint]] "Started!" }, { [[systemChat]] [[str]] ([[_this]] [[select]] 3) }, { [[player]] [[setDamage]] 1 }, { [[hint]] "Afraid of death?" }, [], 10, [[nil]], [[true]], [[false]]] [[call]] [[BIS_fnc_holdActionAdd]];</code> | ||
|x2= <code>[ | |x2= <code>[ | ||
_myLaptop, {{cc|Object the action is attached to}} | _myLaptop, {{cc|Object the action is attached to}} | ||
Line 113: | Line 113: | ||
[[true]], {{cc|Remove on completion}} | [[true]], {{cc|Remove on completion}} | ||
[[false]] {{cc|Show in unconscious state }} | [[false]] {{cc|Show in unconscious state }} | ||
] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", 0, _myLaptop]; {{cc|MP compatible implementation}}</code> | ] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", 0, _myLaptop]; {{cc|MP compatible implementation}}</code> | ||
| [[Number]] - Action ID | | [[Number]] - Action ID | ||
| [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]] | | [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]] | ||
}} | }} | ||
Revision as of 23:11, 17 January 2021
Description
- Description:
- Adds an action to an object which requires the user to hold a key to perform the action.
Available official icons as of Arma 3 v2.00 :- "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_loadVehicle_ca.paa"
- "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_unloadVehicle_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_box_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_start_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_stop_ca.paa"
- "\a3\missions_f_oldman\data\img\holdactions\holdAction_talk_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_forceRespawn_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_passleadership_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff1_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff2_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsdown_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsup_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa"
- "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unloaddevice_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\attack_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\destroy_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_market_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep2_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\map_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\meet_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\refuel_ca.paa"
- "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\repair_ca.paa"
- Execution:
- call
- Groups:
- Interaction
Syntax
- Syntax:
- [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call BIS_fnc_holdActionAdd
- Parameters:
- target: Object - Object the action is attached to
- title: String - Title of the action shown in the action menu.It can contain Structured Text tags, such as
<t color='#FFAA00'>text</t>
- idleIcon: String - Path of the idle icon shown on screen
- progressIcon: String - Path of the progress icon shown on screen
- conditionShow: String - Condition for the action to be shown.
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit) - conditionProgress: String - Condition for the action to progress; if false is returned action progress is paused.
Special arguments passed to the code: _target, _caller, _id, _arguments - codeStart: Code - Code executed when action starts. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"];
- codeProgress: Code - Code executed on every progress tick. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments", "_progress", "_maxProgress"];
- target: Object - the object which the action is assigned to
- caller: Object - the unit that activated the action
- actionId: Number - ID of the activated action (same as ID returned by addAction)
- arguments: Array - arguments given to the function
- progress: Number - currentProgress; progress goes from 1 to 24
- maxProgress: Number - max progress (24)
- codeCompleted: Code - code executed on completion. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
- codeInterrupted: Code - code executed on interrupted. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted
- arguments: Array - arguments passed to the scripts
- duration: Number - action duration, a.k.a how much time it takes to complete the action
- priority: Number - priority value; actions are arranged in descending order according to this value
- removeCompleted: Boolean - (Optional, default true) remove on completion
- showUnconscious: Boolean - (Optional, default false) show in unconscious state
- showWindow: Boolean - (Optional, default true) show on screen; if false action needs to be selected from action menu to appear on screen
- Return Value:
- Number - Action ID
Examples
- Example 1:
[player, "Kill", "", "", "true", "true", { hint "Started!" }, { systemChat str (_this select 3) }, { player setDamage 1 }, { hint "Afraid of death?" }, [], 10, nil, true, false] call BIS_fnc_holdActionAdd;
- Example 2:
[ _myLaptop, // Object the action is attached to "Hack Laptop", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_this distance _target < 3", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick { _this call MY_fnc_hackingCompleted }, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 12, // Action duration [s] 0, // Priority true, // Remove on completion false // Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP compatible implementation
Additional Information
- See also:
- BIS_fnc_holdActionRemoveBIS_fnc_holdKey
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 4, 2019 - 10:46 (UTC)
- R3vo
- Keep in mind that Example 2 adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player.
- Posted on December 30, 2019 - 03:13 (UTC)
- demellion
-
All the incoming parameters are also mutually shared with codeStart, codeProgress, codeCompleted and codeInterrupted as they all running in the same scope. The full list of params shared:
_arguments params [ "_a0", "_a1", "_a2", "_a3", "_a4", "_a5", "_a6", "_a7", "_a8", "_a9", "_target", "_title", "_iconIdle", "_iconProgress", "_condShow", "_condProgress", "_codeStart", "_codeProgress", "_codeCompleted", "_codeInterrupted", "_duration", "_removeCompleted" ];
Where _a0-_a9 are actual range of params coming from arguments inputted in BIS_fnc_holdActionAdd function call.