BIS fnc holdActionAdd: Difference between revisions

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|p10= codeInterrupted: [[Code]] - code executed on interrupted. Passed arguments are:  
|p10= codeInterrupted: [[Code]] - code executed on interrupted. Passed arguments are:  
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted</syntaxhighlight> |Parameter 10=
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted</syntaxhighlight>


|p11= arguments: [[Array]] - arguments passed to the scripts |Parameter 11=
|p11= arguments: [[Array]] - arguments passed to the scripts


|p12= duration: [[Number]] - action duration, a.k.a how much time it takes to complete the action |Parameter 12=
|p12= duration: [[Number]] - action duration, a.k.a how much time it takes to complete the action


|p13= priority: [[Number]] - priority value; actions are arranged in descending order according to this value |Parameter 13=
|p13= priority: [[Number]] - priority value; actions are arranged in descending order according to this value


|p14= removeCompleted: [[Boolean]] - (Optional, default [[true]]) remove on completion |Parameter 14=
|p14= removeCompleted: [[Boolean]] - (Optional, default [[true]]) remove on completion


|p15= showUnconscious: [[Boolean]] - (Optional, default [[false]]) show in unconscious state |Parameter 15=
|p15= showUnconscious: [[Boolean]] - (Optional, default [[false]]) show in unconscious state


|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


|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>

Revision as of 00:47, 19 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
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.