BIS fnc holdActionAdd: Difference between revisions

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m (Text replacement - " *\| *([Cc]omments|COMMENTS|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments \("local" or "global"\)|Multiplayer Effects \("local" or "global"\)|Multiplayer Execution \("server" o...)
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{{Function|Comments=
{{Function


| arma3 |Game name=
| arma3


|1.62|Game version=
|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 |GROUP1=
|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>
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* "\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> |Description=
</spoiler>


| [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, ''removeCompleted, showUnconscious, showWindow''] call [[BIS_fnc_holdActionAdd]] |Syntax=
| [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 |Parameter 1=
|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|&lt;t color{{=}}'#FFAA00'&gt;text&lt;/t&gt;}} |Parameter 2=
|p2= title: [[String]] - Title of the action shown in the action menu.It can contain [[Structured Text]] tags, such as {{Inline code|&lt;t color{{=}}'#FFAA00'&gt;text&lt;/t&gt;}}


|p3= idleIcon: [[String]] - Path of the idle icon shown on screen |Parameter 3=
|p3= idleIcon: [[String]] - Path of the idle icon shown on screen


|p4= progressIcon: [[String]] - Path of the progress icon shown on screen |Parameter 4=
|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) |Parameter 5=
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 |Parameter 6=
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:
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* 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 |Parameter 7=
* 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:
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* 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) |Parameter 8=
* 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> |Parameter 9=
<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:  
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|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> |Example 1=
|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}}
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[[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> |Example 2=
] [[remoteExec]] ["[[BIS_fnc_holdActionAdd]]", 0, _myLaptop]; {{cc|MP compatible implementation}}</code>


| [[Number]] - Action ID |Return value=
| [[Number]] - Action ID


| [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]] |See also=
| [[BIS_fnc_holdActionRemove]], [[BIS_fnc_holdKey]]
}}
}}



Revision as of 23:11, 17 January 2021

Hover & click on the images for description

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"
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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"];
  • 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
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.

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