Ceeeb/Sandbox – User
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= CEEEB VS ACTIONS = | |||
= Syntax = | |||
Parameters of scripting function 'action': | |||
<object> action [<type>] | |||
<object> action [<type>, <target>] | |||
<object> action [<type>, <target>, additional parameters] | |||
* unit = [[Object]]: pointer to the unit that should perform this action (if vehicle is given, its commander is used) | |||
* type = [[String]]: name of action type - see below | |||
* target = [[Object]]: target object | |||
== AUTOHOVER == | |||
'''helicoptername action ["AUTOHOVER", helicoptername]''' | |||
Toggles hovering on and off. (Only works if player is pilot) | |||
<code>ChopperOne action ["AUTOHOVER", ChopperOne]</code> | |||
== CANCELACTION == | |||
'''["CANCELACTION", <target>]''' | |||
== CANCELLAND == | |||
'''planename action ["CANCELLAND", planename]''' | |||
Cancel autopilot landing for 'planename'. | |||
<code>PlaneOne action ["CANCELLAND", PlaneOne]</code> | |||
== CANCELTAKEFLAG == | |||
'''["CANCELTAKEFLAG", <target>]''' | |||
== DEACTIVATE == | |||
'''unitname action ["DEACTIVATE", unit2, 0, 0, "PIPEBOMB"]''' | |||
Soldier 'unitname' will deactivate a satchel charge that has been placed by unitname2.<br> | |||
This happens from a distance (i.e. unitname will not walk up to the charge to deactivate it, but do it 'remotely').<br> | |||
If unitname2 is nearby the charge when it is being deactivated it will end up back in its inventory. | |||
<code>SoldierOne action ["DEACTIVATE", player, 0, 0, "PIPEBOMB"]</code> | |||
== DEACTIVATEMINE == | |||
'''["DEACTIVATEMINE", <target>]''' | |||
== DIARY == | |||
'''["DIARY", <target>]''' | |||
== DROPWEAPON / DROPMAGAZINE == | |||
'''unitname action ["DROPMAGAZINE", (vehiclename or unitname) ,"MAGAZINENAME"]'''<br> | |||
'''unitname action ["DROPWEAPON", (vehiclename or unitname) ,"WEAPONNAME"]''' ...drops weapon and ammo | |||
Soldier 'unitname' will put a magazine or weapon ([[:Category: Weapons|see list]]) on the ground (Weaponholder) or into named vehicle (ammo box, car, etc.). | |||
<code>SoldierOne action ["DROPMAGAZINE", CarOne, "AK74"]</code> | |||
== EJECT == | |||
'''unitname action ["EJECT", vehiclename]''' | |||
Soldier 'unitname' will jump out of 'vehiclename'. (Via parachute in case of planes & helicopters.) | |||
<code>SoldierOne action ["EJECT", ChopperOne]</code> | |||
== ENGINEON / ENGINEOFF == | |||
'''unitname action ["ENGINEON", vehiclename]'''<br> | |||
'''unitname action ["ENGINEOFF", vehicle1name]''' | |||
Soldier 'unitname' will turn engine of 'vehiclename' either on or off.<br> | |||
Engine will only stay on in vehicles like carshelicopters or planes. In cars the engine will be shut off again right away. | |||
<code>SoldierOne action ["ENGINEON", ChopperOne]</code> | |||
== FIREINFLAME / FIREPUTDOWN == | |||
'''unitname action ["FIREINFLAME", firename]'''<br> | |||
'''unitname action ["FIREPUTDOWN", firename]''' | |||
Soldier 'unitname' will ignite ("FIREINFLAME") or extinguish ("FIREPUTDOWN") fireplace 'firename'. | |||
<code>SoldierOne action ["FIREINFLAME", Fire1]</code> | |||
== FLAPSUP / FLAPSDOWN == | |||
'''["FLAPSUP", <target>]'''<br /> | |||
'''["FLAPSDOWN", <target>]''' | |||
== GETINCOMMANDER / GETINDRIVER/ GETINGUNNER / GETINCARGO / GETINPILOT == | |||
'''unitname action ["GETINCOMMANDER", vehiclename]'''<br /> | |||
'''unitname action ["GETINDRIVER", vehiclename]'''<br /> | |||
'''unitname action ["GETINGUNNER", vehiclename]'''<br /> | |||
'''unitname action ["GETINCARGO", vehiclename]'''<br /> | |||
'''unitname action ["GETINPILOT", vehiclename]''' | |||
Soldier 'unitname' will be teleported next to 'vehiclename', play the entering animation, and then be assigned as either commander, driver or gunner. | |||
<code>SoldierOne action ["GETINCOMMANDER", CarOne]</code> | |||
== GETOUT == | |||
'''unitname action ["GETOUT", vehiclename]''' | |||
Soldier 'unitname' will jump out of 'vehiclename'. (No parachute in case of planes & helicopters.) | |||
<code>SoldierOne action ["GETOUT", ChopperOne]</code> | |||
== HANDGUNON / HANDGUNOFF == | |||
'''unitname action ["HANDGUNOFF", unitname]'''<br> | |||
'''unitname action ["HANDGUNON", unitname]''' | |||
Soldier 'unitname' will switch to primary ("handgun off") or secondary ("handgun on") weapon. | |||
<code>SoldierOne action ["HANDGUNON", SoldierOne]</code> | |||
== HEAL == | |||
'''unitname action ["HEAL", unitname2]''' | |||
Medic 'unitname2' will teleport to 'unitname' and heal him. | |||
<code>SoldierOne action ["HEAL", MedicOne]</code> | |||
== HIDEBODY == | |||
'''unitname action ["HIDEBODY", bodyname2]''' | |||
Soldier 'unitname' will hide (bury) 'unitname2'. | |||
<code>SoldierOne action ["HIDEBODY", SoldierTwo]</code> | |||
== INGAMEMENU == | |||
'''["INGAMEMENU", <target>]''' | |||
== LADDERDOWN / LADDERUP == | |||
'''unitname action ["LADDERDOWN", building1]'''<br> | |||
'''unitname action ["LADDERDOWN", object ID]'''<br> | |||
'''unitname action ["LADDERUP", building1]'''<br> | |||
'''unitname action ["LADDERUP", object ID]''' | |||
Soldier 'unitname' will either climb up or down the ladder of a building that's either defined via name or object ID. | |||
<code>SoldierOne action ["ladderup",object 123456]</code> | |||
== LADDEROFF == | |||
'''["LADDEROFF", <target>, <ladder index>]''' | |||
== LADDERONUP / LADDERONDOWN == | |||
'''["LADDERONUP", <target>, <ladder index>, <ladder position>]'''<br /> | |||
'''["LADDERONDOWN", <target>, <ladder index>, <ladder position>]''' | |||
== LAND == | |||
'''["LAND", <target>]''' | |||
== LANDGEAR == | |||
'''planename action ["LANDGEAR", planename]''' | |||
Toggle landing gear on 'planename'.<br> | |||
Only works if player is pilot. | |||
<code>PlaneOne action ["LANDGEAR", PlaneOne]</code> | |||
== LIGHTOFF / LIGHTON == | |||
'''vehiclename action ["LIGHTON", vehiclename]'''<br> | |||
'''vehiclename action ["LIGHTOFF", vehiclename]''' | |||
Turns lights of 'vehiclename' either on or off.<br> | |||
The lights will not stay ''on'' unless the driver is in SAFE or CARELESS mode.<br> | |||
The lights will not stay ''off'' if the driver is in SAFE or CARELESS mode. | |||
<code> | |||
[[driver]] CarOne [[setBehaviour]] "safe";<br> | |||
CarOne [[action]] ["LIGHTON", CarOne]; | |||
</code> | |||
== LOADMAGAZINE == | |||
'''["LOADMAGAZINE", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle name>]''' | |||
== MANUALFIRE == | |||
'''tankname action ["MANUALFIRE"]''' | |||
Toggles manual fire mode if player is driver of vehicle. | |||
<code>TankOne action ["MANUALFIRE"]</code> | |||
== MARKENTITY == | |||
'''["MarkEntity", <target>]''' | |||
== MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT == | |||
'''unitname action ["MOVETOCARGO", vehiclename]'''<br> | |||
'''unitname action ["MOVETOCOMMANDER", vehiclename]'''<br> | |||
'''unitname action ["MOVETODRIVER", vehiclename]'''<br> | |||
'''unitname action ["MOVETOGUNNER", vehiclename]'''<br> | |||
'''unitname action ["MOVETOPILOT", vehiclename]''' | |||
Moves 'unitname' into cargo, commander, driver or gunner position.<br> | |||
If that position was occupied before, the units will swap places. | |||
<code>SoldierOne action ["MOVETODRIVER", CarOne]</code> | |||
== NONE == | |||
'''["NONE", <target>]''' | |||
== NVGOGGLES / NVGOGGLESOFF == | |||
'''unitname action ["NVGOGGLES", unitname]'''<br> | |||
'''unitname action ["NVGOGGLESOFF", unitname]''' | |||
Switch night vision goggles on/off for player. | |||
<code>player action ["NVGOGGLES"]</code> | |||
== REARM / REFUEL / REPAIR == | |||
'''vehiclename action ["REARM", vehiclename2]''' | |||
'''vehiclename action ["REFUEL", vehiclename2]''' | |||
'''vehiclename action ["REPAIR", vehiclename2]''' | |||
Vehiclename will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation. | |||
<code>SoldierOne action ["REARM", TruckOne]</code> | |||
== RETURNFLAG == | |||
'''unitname action ["RETURNFLAG", flagname]''' | |||
Soldier 'unitname' returns 'flagname' to base. | |||
<code>SoldierOne action ["RETURNFLAG", FlagOne]</code> | |||
== SALUTE == | |||
'''unitname action ["SALUTE", unitname]''' | |||
Soldier 'unitname' salutes, and stays in that animation.<br> | |||
Only works in SAFE and CARELESS mode. | |||
<code>SoldierOne action ["SALUTE", SoldierOne]</code> | |||
== SCUD LAUNCH / SCUD START / SCUD CANCEL == | |||
'''scudname action ["SCUD LAUNCH"]'''<br /> | |||
'''scudname action ["SCUD START"]'''<br /> | |||
'''scudname action ["SCUD CANCEL"]''' | |||
Scudname launches or fires its missile.<br> | |||
The launch process takes about 10.5 seconds. | |||
<code>ScudOne action ["SCUD START"]</code> | |||
== SETTIMER == | |||
'''unitname action ["SETTIMER"]''' | |||
Soldier 'unitname' activates the timer for a satchel charge.<br> | |||
Charge has to be places first via a unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command. | |||
<code>SoldierOne action ["SETTIMER"]</code> | |||
== SITDOWN == | |||
'''unitname action ["SITDOWN", unitname]''' | |||
Soldier 'unitname' sits down.<br> | |||
Only works in SAFE and CARELESS mode. | |||
<code>SoldierOne action ["SITDOWN", SoldierOne]</code> | |||
== STROKEFIST == | |||
'''unitname action ["STROKEFIST"]''' | |||
Soldier 'unitname' performs a boxing animation. | |||
<code>SoldierOne action ["STROKEFIST"]</code> | |||
== STROKEGUN == | |||
'''unitname action ["STROKEGUN"]''' | |||
Soldier 'unitname' performs a hitting animation with his weapon. | |||
<code>SoldierOne action ["STROKEGUN"]</code> | |||
== SWITCHWEAPON == | |||
'''["SWITCHWEAPON", <target>, <weapon index>]''' | |||
== TAKEFLAG == | |||
'''unitname action ["TAKEFLAG", flag1]''' | |||
Soldier 'unitname' takes control of 'flag1'. | |||
<code>SoldierOne action ["TAKEFLAG", FlagOne]</code> | |||
== TAKEMAGAZINE / TAKEWEAPON == | |||
'''unitname action ["TAKEMAGAZINE", (vehiclename or unitname), "MAGAZINENAME"]'''<br> | |||
'''unitname action ["TAKEWEAPON", (vehiclename or unitname), "WEAPONNAME"]''' | |||
Soldier 'unitname' takes one magazine/weapon of specified type ([[:Category: Weapons|see list]]) from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.).<br> | |||
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'weapon or magazine' is. | |||
<code>SoldierOne action ["TAKEMAGAZINE", SoldierTwo, "RPGLAUNCHER"]</code> | |||
== TAKEMINE == | |||
'''["TAKEMINE", <target>]''' | |||
== TALK == | |||
'''["TALK", <target>]''' | |||
== TOUCHOFF == | |||
'''unitname action ["TOUCHOFF", unitname]''' | |||
Soldier 'unitname' touches off satchel charge. | |||
<code>unitname action ["TOUCHOFF", unitname]</code> | |||
== TURNIN / TURNOUT == | |||
'''vehiclename action ["TURNIN", vehiclename]'''<br> | |||
'''vehiclename action ["TURNOUT", vehiclename]''' | |||
Crew of 'vehiclename' turns in/out (gets in and out of hatches). | |||
<code>TankOne action ["TURNIN", TankOne]</code> | |||
== USEMAGAZINE == | |||
'''["USEMAGAZINE", <target>, <magazine creator>, <magazine id>]''' | |||
== USER == | |||
'''["USER", <target>, <action index>]''' | |||
== USERTYPE == | |||
'''["USERTYPE", <target>, <action index>]''' | |||
== USEWEAPON == | |||
'''["USEWEAPON", <target>, <weapon index>]''' | |||
anyunit action ["USEWEAPON",unit1,unit1,0] makes anyunit bend down as if dropping something, unit1 single fire his rifle if he is in a ready to fire stance? | |||
anyunit action ["USEWEAPON",unit1,unit1,1] makes anyunit bend down as if dropping something, unit1 burst fire his rifle if he is in a ready to fire stance? | |||
anyunit action ["USEWEAPON",unit1,unit1,2] makes anyunit bend down as if dropping something, unit1 single (auto) fire his rifle if he is in a ready to fire stance? | |||
anyunit action ["USEWEAPON",unit1,unit1,3] makes anyunit bend down as if dropping something, unit1 single crouch and ready his rpg, then return to rifle. | |||
== WEAPONINHAND / WEAPONONBACK == | |||
'''unitname action ["WEAPONINHAND"]'''<br> | |||
'''unitname action ["WEAPONONBACK"]''' | |||
Soldier 'unitname' takes weapon from/to back.<br> | |||
Change is persistent with player, but AI units will switch back if their [[setBehaviour|behaviour mode]] is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT & AWARE with WEAPONONBACK). | |||
<code>SoldierOne action ["WEAPONONBACK"]</code> | |||
<!-- Here's the list with the correct syntaxes... everyone is called to update the stuff above! | |||
["None", <target>] | |||
["GetInCommander", <target>] | |||
["GetInDriver", <target>] | |||
["GetInGunner", <target>] | |||
["GetInCargo", <target>] | |||
["Heal", <target>] | |||
["Repair", <target>] | |||
["Refuel", <target>] | |||
["Rearm", <target>] | |||
["GetOut", <target>] | |||
["LightOn", <target>] | |||
["LightOff", <target>] | |||
["EngineOn", <target>] | |||
["EngineOff", <target>] | |||
["SwitchWeapon", <target>, <weapon index>] | |||
["UseWeapon", <target>, <weapon index>] | |||
["LoadMagazine", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle | |||
name>] | |||
["TakeWeapon", <target>, <weapon name>] | |||
["TakeMagazine", <target>, <magazine type name>] | |||
["TakeFlag", <target>] | |||
["ReturnFlag", <target>] | |||
["TurnIn", <target>] | |||
["TurnOut", <target>] | |||
["WeaponInHand", <target>, <weapon name>] | |||
["WeaponOnBack", <target>, <weapon name>] | |||
["SitDown", <target>] | |||
["Land", <target>] | |||
["CancelLand", <target>] | |||
["Eject", <target>] | |||
["MoveToDriver", <target>] | |||
["MoveToGunner", <target>] | |||
["MoveToCommander", <target>] | |||
["MoveToCargo", <target>] | |||
["HideBody", <target>] | |||
["TouchOff", <target>] | |||
["SetTimer", <target>] | |||
["Deactivate", <target>] | |||
["NVGoggles", <target>] | |||
["ManualFire", <target>] | |||
["AutoHover", <target>] | |||
["StrokeFist", <target>] | |||
["StrokeGun", <target>] | |||
["LadderUp", <target>, <ladder index>, <ladder position>] | |||
["LadderDown", <target>, <ladder index>, <ladder position>] | |||
["LadderOnDown", <target>, <ladder index>, <ladder position>] | |||
["LadderOnUp", <target>, <ladder index>, <ladder position>] | |||
["LadderOff", <target>, <ladder index>] | |||
["FireInflame", <target>] | |||
["FirePutDown", <target>] | |||
["LandGear", <target>] | |||
["FlapsDown", <target>] | |||
["FlapsUp", <target>] | |||
["Salute", <target>] | |||
["ScudLaunch", <target>] | |||
["ScudStart", <target>] | |||
["ScudCancel", <target>] | |||
["User", <target>, <action index>] | |||
["DropWeapon", <target>, <weapon name>] | |||
["DropMagazine", <target>, <magazine type name>] | |||
["UserType", <target>, <action index>] | |||
["HandGunOn", <target>, <weapon name>] | |||
["HandGunOff", <target>, <weapon name>] | |||
["TakeMine", <target>] | |||
["DeactivateMine", <target>] | |||
["UseMagazine", <target>, <magazine creator>, <magazine id>] | |||
["IngameMenu", <target>] | |||
["CancelTakeFlag", <target>] | |||
["CancelAction", <target>] | |||
["MarkEntity", <target>] | |||
["Talk", <target>] | |||
["Diary", <target>] | |||
--> |
Revision as of 14:29, 13 April 2007
CEEEB VS ACTIONS
Syntax
Parameters of scripting function 'action':
<object> action [<type>] <object> action [<type>, <target>] <object> action [<type>, <target>, additional parameters]
- unit = Object: pointer to the unit that should perform this action (if vehicle is given, its commander is used)
- type = String: name of action type - see below
- target = Object: target object
AUTOHOVER
helicoptername action ["AUTOHOVER", helicoptername]
Toggles hovering on and off. (Only works if player is pilot)
ChopperOne action ["AUTOHOVER", ChopperOne]
CANCELACTION
["CANCELACTION", <target>]
CANCELLAND
planename action ["CANCELLAND", planename]
Cancel autopilot landing for 'planename'.
PlaneOne action ["CANCELLAND", PlaneOne]
CANCELTAKEFLAG
["CANCELTAKEFLAG", <target>]
DEACTIVATE
unitname action ["DEACTIVATE", unit2, 0, 0, "PIPEBOMB"]
Soldier 'unitname' will deactivate a satchel charge that has been placed by unitname2.
This happens from a distance (i.e. unitname will not walk up to the charge to deactivate it, but do it 'remotely').
If unitname2 is nearby the charge when it is being deactivated it will end up back in its inventory.
SoldierOne action ["DEACTIVATE", player, 0, 0, "PIPEBOMB"]
DEACTIVATEMINE
["DEACTIVATEMINE", <target>]
DIARY
["DIARY", <target>]
DROPWEAPON / DROPMAGAZINE
unitname action ["DROPMAGAZINE", (vehiclename or unitname) ,"MAGAZINENAME"]
unitname action ["DROPWEAPON", (vehiclename or unitname) ,"WEAPONNAME"] ...drops weapon and ammo
Soldier 'unitname' will put a magazine or weapon (see list) on the ground (Weaponholder) or into named vehicle (ammo box, car, etc.).
SoldierOne action ["DROPMAGAZINE", CarOne, "AK74"]
EJECT
unitname action ["EJECT", vehiclename]
Soldier 'unitname' will jump out of 'vehiclename'. (Via parachute in case of planes & helicopters.)
SoldierOne action ["EJECT", ChopperOne]
ENGINEON / ENGINEOFF
unitname action ["ENGINEON", vehiclename]
unitname action ["ENGINEOFF", vehicle1name]
Soldier 'unitname' will turn engine of 'vehiclename' either on or off.
Engine will only stay on in vehicles like carshelicopters or planes. In cars the engine will be shut off again right away.
SoldierOne action ["ENGINEON", ChopperOne]
FIREINFLAME / FIREPUTDOWN
unitname action ["FIREINFLAME", firename]
unitname action ["FIREPUTDOWN", firename]
Soldier 'unitname' will ignite ("FIREINFLAME") or extinguish ("FIREPUTDOWN") fireplace 'firename'.
SoldierOne action ["FIREINFLAME", Fire1]
FLAPSUP / FLAPSDOWN
["FLAPSUP", <target>]
["FLAPSDOWN", <target>]
GETINCOMMANDER / GETINDRIVER/ GETINGUNNER / GETINCARGO / GETINPILOT
unitname action ["GETINCOMMANDER", vehiclename]
unitname action ["GETINDRIVER", vehiclename]
unitname action ["GETINGUNNER", vehiclename]
unitname action ["GETINCARGO", vehiclename]
unitname action ["GETINPILOT", vehiclename]
Soldier 'unitname' will be teleported next to 'vehiclename', play the entering animation, and then be assigned as either commander, driver or gunner.
SoldierOne action ["GETINCOMMANDER", CarOne]
GETOUT
unitname action ["GETOUT", vehiclename]
Soldier 'unitname' will jump out of 'vehiclename'. (No parachute in case of planes & helicopters.)
SoldierOne action ["GETOUT", ChopperOne]
HANDGUNON / HANDGUNOFF
unitname action ["HANDGUNOFF", unitname]
unitname action ["HANDGUNON", unitname]
Soldier 'unitname' will switch to primary ("handgun off") or secondary ("handgun on") weapon.
SoldierOne action ["HANDGUNON", SoldierOne]
HEAL
unitname action ["HEAL", unitname2]
Medic 'unitname2' will teleport to 'unitname' and heal him.
SoldierOne action ["HEAL", MedicOne]
HIDEBODY
unitname action ["HIDEBODY", bodyname2]
Soldier 'unitname' will hide (bury) 'unitname2'.
SoldierOne action ["HIDEBODY", SoldierTwo]
INGAMEMENU
["INGAMEMENU", <target>]
LADDERDOWN / LADDERUP
unitname action ["LADDERDOWN", building1]
unitname action ["LADDERDOWN", object ID]
unitname action ["LADDERUP", building1]
unitname action ["LADDERUP", object ID]
Soldier 'unitname' will either climb up or down the ladder of a building that's either defined via name or object ID.
SoldierOne action ["ladderup",object 123456]
LADDEROFF
["LADDEROFF", <target>, <ladder index>]
LADDERONUP / LADDERONDOWN
["LADDERONUP", <target>, <ladder index>, <ladder position>]
["LADDERONDOWN", <target>, <ladder index>, <ladder position>]
LAND
["LAND", <target>]
LANDGEAR
planename action ["LANDGEAR", planename]
Toggle landing gear on 'planename'.
Only works if player is pilot.
PlaneOne action ["LANDGEAR", PlaneOne]
LIGHTOFF / LIGHTON
vehiclename action ["LIGHTON", vehiclename]
vehiclename action ["LIGHTOFF", vehiclename]
Turns lights of 'vehiclename' either on or off.
The lights will not stay on unless the driver is in SAFE or CARELESS mode.
The lights will not stay off if the driver is in SAFE or CARELESS mode.
driver CarOne setBehaviour "safe";
CarOne action ["LIGHTON", CarOne];
LOADMAGAZINE
["LOADMAGAZINE", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle name>]
MANUALFIRE
tankname action ["MANUALFIRE"]
Toggles manual fire mode if player is driver of vehicle.
TankOne action ["MANUALFIRE"]
MARKENTITY
["MarkEntity", <target>]
MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT
unitname action ["MOVETOCARGO", vehiclename]
unitname action ["MOVETOCOMMANDER", vehiclename]
unitname action ["MOVETODRIVER", vehiclename]
unitname action ["MOVETOGUNNER", vehiclename]
unitname action ["MOVETOPILOT", vehiclename]
Moves 'unitname' into cargo, commander, driver or gunner position.
If that position was occupied before, the units will swap places.
SoldierOne action ["MOVETODRIVER", CarOne]
NONE
["NONE", <target>]
NVGOGGLES / NVGOGGLESOFF
unitname action ["NVGOGGLES", unitname]
unitname action ["NVGOGGLESOFF", unitname]
Switch night vision goggles on/off for player.
player action ["NVGOGGLES"]
REARM / REFUEL / REPAIR
vehiclename action ["REARM", vehiclename2] vehiclename action ["REFUEL", vehiclename2] vehiclename action ["REPAIR", vehiclename2]
Vehiclename will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation.
SoldierOne action ["REARM", TruckOne]
RETURNFLAG
unitname action ["RETURNFLAG", flagname]
Soldier 'unitname' returns 'flagname' to base.
SoldierOne action ["RETURNFLAG", FlagOne]
SALUTE
unitname action ["SALUTE", unitname]
Soldier 'unitname' salutes, and stays in that animation.
Only works in SAFE and CARELESS mode.
SoldierOne action ["SALUTE", SoldierOne]
SCUD LAUNCH / SCUD START / SCUD CANCEL
scudname action ["SCUD LAUNCH"]
scudname action ["SCUD START"]
scudname action ["SCUD CANCEL"]
Scudname launches or fires its missile.
The launch process takes about 10.5 seconds.
ScudOne action ["SCUD START"]
SETTIMER
unitname action ["SETTIMER"]
Soldier 'unitname' activates the timer for a satchel charge.
Charge has to be places first via a unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.
SoldierOne action ["SETTIMER"]
SITDOWN
unitname action ["SITDOWN", unitname]
Soldier 'unitname' sits down.
Only works in SAFE and CARELESS mode.
SoldierOne action ["SITDOWN", SoldierOne]
STROKEFIST
unitname action ["STROKEFIST"]
Soldier 'unitname' performs a boxing animation.
SoldierOne action ["STROKEFIST"]
STROKEGUN
unitname action ["STROKEGUN"]
Soldier 'unitname' performs a hitting animation with his weapon.
SoldierOne action ["STROKEGUN"]
SWITCHWEAPON
["SWITCHWEAPON", <target>, <weapon index>]
TAKEFLAG
unitname action ["TAKEFLAG", flag1]
Soldier 'unitname' takes control of 'flag1'.
SoldierOne action ["TAKEFLAG", FlagOne]
TAKEMAGAZINE / TAKEWEAPON
unitname action ["TAKEMAGAZINE", (vehiclename or unitname), "MAGAZINENAME"]
unitname action ["TAKEWEAPON", (vehiclename or unitname), "WEAPONNAME"]
Soldier 'unitname' takes one magazine/weapon of specified type (see list) from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.).
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'weapon or magazine' is.
SoldierOne action ["TAKEMAGAZINE", SoldierTwo, "RPGLAUNCHER"]
TAKEMINE
["TAKEMINE", <target>]
TALK
["TALK", <target>]
TOUCHOFF
unitname action ["TOUCHOFF", unitname]
Soldier 'unitname' touches off satchel charge.
unitname action ["TOUCHOFF", unitname]
TURNIN / TURNOUT
vehiclename action ["TURNIN", vehiclename]
vehiclename action ["TURNOUT", vehiclename]
Crew of 'vehiclename' turns in/out (gets in and out of hatches).
TankOne action ["TURNIN", TankOne]
USEMAGAZINE
["USEMAGAZINE", <target>, <magazine creator>, <magazine id>]
USER
["USER", <target>, <action index>]
USERTYPE
["USERTYPE", <target>, <action index>]
USEWEAPON
["USEWEAPON", <target>, <weapon index>] anyunit action ["USEWEAPON",unit1,unit1,0] makes anyunit bend down as if dropping something, unit1 single fire his rifle if he is in a ready to fire stance? anyunit action ["USEWEAPON",unit1,unit1,1] makes anyunit bend down as if dropping something, unit1 burst fire his rifle if he is in a ready to fire stance? anyunit action ["USEWEAPON",unit1,unit1,2] makes anyunit bend down as if dropping something, unit1 single (auto) fire his rifle if he is in a ready to fire stance? anyunit action ["USEWEAPON",unit1,unit1,3] makes anyunit bend down as if dropping something, unit1 single crouch and ready his rpg, then return to rifle.
WEAPONINHAND / WEAPONONBACK
unitname action ["WEAPONINHAND"]
unitname action ["WEAPONONBACK"]
Soldier 'unitname' takes weapon from/to back.
Change is persistent with player, but AI units will switch back if their behaviour mode is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT & AWARE with WEAPONONBACK).
SoldierOne action ["WEAPONONBACK"]