addAction: Difference between revisions
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[[Category:Scripting Commands OFP 1.46|ADDACTION]] | [[Category:Scripting Commands OFP 1.46|ADDACTION]] | ||
[[Category:Scripting Commands ArmA|ADDACTION]] | [[Category:Scripting Commands ArmA|ADDACTION]] | ||
[[Category:Command_Group: | [[Category:Command_Group:_Activators|{{uc:{{PAGENAME}}}}]] |
Revision as of 00:53, 21 February 2007
Description
- Description:
- Add an entry to the action menu on the position of an object. The action entry is usable for anyone, but can only be activated on the position of the object that it's assigned to.
Note:In ArmA the script file can be sqs or sqf, in OFP it can only be a sqs file.
Parameters of the called script:
An array of parameters is passed to the called script:
[unit, 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:
- unit addAction [title, filename] - OFP unit addaction [action, script,(arguments,priority, showWindow, hideOnUse, shortcut)] - ArmA
- Parameters:
- unit: Object - unit or object to assign the action to - OFP & ArmA
- [title, filename]: Array - the title which is displayed in the action menu. Path to the script that is called when the action is activated. Relative to the mission folder - OFP
- [action, script,(arguments,priority, showWindow, hideOnUse, shortcut)]: Array - ArmA
- 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:
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:
- 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: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Activators