Actions – Arma 3
(add details for LockVehicleControl, UnlockVehicleControl, SuspendVehicleControl; merged TakeVehicleControl style) |
(page beautification - applied style consistently for all actions - note: no commands or code was changed in this edit, only merged or given code tags & links. added templates to new commands) |
||
Line 61: | Line 61: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is any vehicle that is capable of hovering. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is any vehicle that is capable of hovering. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||chopperOne action ["autoHover", chopperOne] | |'''Example''': ||<code>chopperOne [[action]] ["autoHover", chopperOne];</code> | ||
|} | |} | ||
Line 85: | Line 85: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetUnit'' is any unit that is in the process of performing an action. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetUnit'' is any unit that is in the process of performing an action. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["CancelAction", soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["CancelAction", soldierOne];</code> | ||
|} | |} | ||
Line 98: | Line 98: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is any vehicle that is currently performing an autopilot landing. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is any vehicle that is currently performing an autopilot landing. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||planeOne action ["cancelLand", planeOne] | |'''Example''': ||<code>planeOne [[action]] ["cancelLand", planeOne];</code> | ||
|} | |} | ||
Line 111: | Line 111: | ||
| ||Where ''unit'' is any unit that is currently taking a flag (no action animation is performed) and ''targetFlag''' is a flag object. | | ||Where ''unit'' is any unit that is currently taking a flag (no action animation is performed) and ''targetFlag''' is a flag object. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||westSoldierOne action ["cancelTakeFlag", eastFlag] | |'''Example''': ||<code>westSoldierOne [[action]] ["cancelTakeFlag", eastFlag];</code> | ||
|} | |} | ||
Line 128: | Line 128: | ||
| ||Where ''unit'' is any unit (they will perform the action animation as if deactivating a satchel charge). ''targetUnit'' will have the deactivated satchel charge added to it's inventory. ''targetObject'' is the armed satchel object to be deactivated (class "pipeBomb" or "timeBomb"). | | ||Where ''unit'' is any unit (they will perform the action animation as if deactivating a satchel charge). ''targetUnit'' will have the deactivated satchel charge added to it's inventory. ''targetObject'' is the armed satchel object to be deactivated (class "pipeBomb" or "timeBomb"). | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||soldierOne action ["deactivate", soldierOne, mySatchelCharge] | |'''Examples''': ||<code>soldierOne [[action]] ["deactivate", soldierOne, mySatchelCharge];</code> | ||
|-valign=top | |-valign=top | ||
| ||soldierOne action ["deactivate", soldierOne, nearestObject [soldierOne, "pipeBomb"]] | | ||<code>soldierOne [[action]] ["deactivate", soldierOne, [[nearestObject]] [soldierOne, "pipeBomb"]];</code> | ||
|} | |} | ||
Line 145: | Line 145: | ||
| ||Where ''unit'' is any unit, who will perform the action animation. The closest landmine to ''targetUnit'' will be deactivated. | | ||Where ''unit'' is any unit, who will perform the action animation. The closest landmine to ''targetUnit'' will be deactivated. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["deactivateMine", soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["deactivateMine", soldierOne];</code> | ||
|} | |} | ||
Line 192: | Line 192: | ||
| ||Where ''unit'' is the person to drop a magazine (the action animation will be performed), ''targetUnit'' is either another unit into which the magazine will be dropped, or the same unit that is dropping the magazine. ''"magazineName"'' is the classname (string) of the magazine to be dropped (see the [[ArmA:_Weapons|ArmA weapons list]] for magazine classnames). | | ||Where ''unit'' is the person to drop a magazine (the action animation will be performed), ''targetUnit'' is either another unit into which the magazine will be dropped, or the same unit that is dropping the magazine. ''"magazineName"'' is the classname (string) of the magazine to be dropped (see the [[ArmA:_Weapons|ArmA weapons list]] for magazine classnames). | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||soldierOne action ["dropMagazine", soldierOne, "30Rnd_545x39_AK"] | |'''Examples''': ||<code>soldierOne [[action]] ["dropMagazine", soldierOne, "30Rnd_545x39_AK"];</code> | ||
|-valign=top | |-valign=top | ||
| ||soldierOne action ["dropMagazine", ammoCrateOne, "30Rnd_545x39_AK"] | | ||<code>soldierOne [[action]] ["dropMagazine", ammoCrateOne, "30Rnd_545x39_AK"];</code> | ||
|} | |} | ||
Line 209: | Line 209: | ||
| ||Where ''unit'' is the person to drop a weapon (the action animation will be performed), ''targetUnit'' is either another unit into which the weapon will be dropped, or the same unit that is dropping the weapon to place it onto the ground. ''"weaponName"'' is the classname (string) of the weapon to be dropped (see the [[ArmA:_Weapons|ArmA weapons list]] for classnames). | | ||Where ''unit'' is the person to drop a weapon (the action animation will be performed), ''targetUnit'' is either another unit into which the weapon will be dropped, or the same unit that is dropping the weapon to place it onto the ground. ''"weaponName"'' is the classname (string) of the weapon to be dropped (see the [[ArmA:_Weapons|ArmA weapons list]] for classnames). | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||soldierOne action ["dropWeapon", soldierOne, "AK74GL"] | |'''Examples''': ||<code>soldierOne [[action]] ["dropWeapon", soldierOne, "AK74GL"];</code> | ||
|-valign=top | |-valign=top | ||
| ||soldierOne action ["dropWeapon", ammoCrateOne, "RPG7V"] | | ||<code>soldierOne [[action]] ["dropWeapon", ammoCrateOne, "RPG7V"];</code> | ||
|} | |} | ||
Line 224: | Line 224: | ||
| ||Where ''unit'' is the person to eject from their current vehicle, and ''vehicle'' is any vehicle (generally the vehicle ''unit'' is within). | | ||Where ''unit'' is the person to eject from their current vehicle, and ''vehicle'' is any vehicle (generally the vehicle ''unit'' is within). | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["Eject", vehicle soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["Eject", vehicle soldierOne];</code> | ||
|} | |} | ||
Line 237: | Line 237: | ||
| ||Where ''unit'' is any unit, and ''targetVehicle'' is the vehicle to start it's engine. | | ||Where ''unit'' is any unit, and ''targetVehicle'' is the vehicle to start it's engine. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["engineOn", vehicle soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["engineOn", vehicle soldierOne];</code> | ||
|} | |} | ||
Line 250: | Line 250: | ||
| ||Where ''unit'' is any unit, and ''targetVehicle'' is the vehicle to have it's engine turned off. | | ||Where ''unit'' is any unit, and ''targetVehicle'' is the vehicle to have it's engine turned off. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["engineOff", vehicle soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["engineOff", vehicle soldierOne];</code> | ||
|} | |} | ||
Line 264: | Line 264: | ||
| ||Where ''unit'' is any unit(the action animation will be performed), and ''targetObject'' is the fireplace to be ignited. | | ||Where ''unit'' is any unit(the action animation will be performed), and ''targetObject'' is the fireplace to be ignited. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["fireInFlame", firePlaceOne] | |'''Example''': ||<code>soldierOne [[action]] ["fireInFlame", firePlaceOne];</code> | ||
|} | |} | ||
Line 277: | Line 277: | ||
| ||Where ''unit'' is any unit (the action animation will be performed), and ''targetObject'' is the fireplace to be extinguished. | | ||Where ''unit'' is any unit (the action animation will be performed), and ''targetObject'' is the fireplace to be extinguished. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["firePutDown", firePlaceOne] | |'''Example''': ||<code>soldierOne [[action]] ["firePutDown", firePlaceOne];</code> | ||
|} | |} | ||
Line 291: | Line 291: | ||
| ||Where ''unit'' is any unit (the action animation will not be performed), and ''targetVehicle'' is the aircraft to have it's flaps adjusted. | | ||Where ''unit'' is any unit (the action animation will not be performed), and ''targetVehicle'' is the aircraft to have it's flaps adjusted. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||harrierOne action ["flapsUp", harrierOne] | |'''Example''': ||<code>harrierOne [[action]] ["flapsUp", harrierOne];</code> | ||
|} | |} | ||
Line 304: | Line 304: | ||
| ||Where ''unit'' is any unit (the action animation will not be performed), and ''targetVehicle'' is the aircraft to have it's flaps adjusted. | | ||Where ''unit'' is any unit (the action animation will not be performed), and ''targetVehicle'' is the aircraft to have it's flaps adjusted. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||harrierOne action ["flapsDown", harrierOne] | |'''Example''': ||<code>harrierOne [[action]] ["flapsDown", harrierOne];</code> | ||
|} | |} | ||
Line 316: | Line 316: | ||
| ||Where ''unit'' is a player, and ''targetUnit'' is another player, vehicle or container. | | ||Where ''unit'' is a player, and ''targetUnit'' is another player, vehicle or container. | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||[[player]] [[action]] ["Gear","GroundWeaponHolder" [[createVehicle]] [[position]] [[player]]]; | |'''Examples''': ||<code>[[player]] [[action]] ["Gear","GroundWeaponHolder" [[createVehicle]] [[position]] [[player]]];</code> | ||
|-valign=top | |-valign=top | ||
| | | | ||
||[[player]] [[action]] ["Gear", [[objNull]]]; | ||<code>[[player]] [[action]] ["Gear", [[objNull]]];</code> | ||
|-valign=top | |-valign=top | ||
| | | | ||
||[[player]] [[action]] ["Gear", soldier1]; | ||<code>[[player]] [[action]] ["Gear", soldier1];</code> | ||
|-valign=top | |-valign=top | ||
| | | | ||
||[[player]] [[action]] ["Gear", [[cursorTarget]]]; | ||<code>[[player]] [[action]] ["Gear", [[cursorTarget]]];</code> | ||
|} | |} | ||
Line 339: | Line 339: | ||
| ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. ''positionNumber is a specific cargo position index number. | | ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. ''positionNumber is a specific cargo position index number. | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||soldierOne action ["getInCargo", truckOne] | |'''Examples''': ||<code>soldierOne [[action]] ["getInCargo", truckOne];</code> | ||
|-valign=top | |-valign=top | ||
| ||soldierOne action ["getInCargo", truckOne, 0] | | ||<code>soldierOne [[action]] ["getInCargo", truckOne, 0];</code> | ||
|} | |} | ||
Line 354: | Line 354: | ||
| ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | | ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["getInCommander", tankOne] | |'''Example''': ||<code>soldierOne [[action]] ["getInCommander", tankOne];</code> | ||
|} | |} | ||
Line 366: | Line 366: | ||
| ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | | ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["getInDriver", carOne] | |'''Example''': ||<code>soldierOne [[action]] ["getInDriver", carOne];</code> | ||
|} | |} | ||
Line 379: | Line 379: | ||
| ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | | ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["getInGunner", mySpotlight] | |'''Example''': ||<code>soldierOne [[action]] ["getInGunner", mySpotlight];</code> | ||
|} | |} | ||
Line 392: | Line 392: | ||
| ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | | ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||pilotOne action ["getInPilot", chopperOne] | |'''Example''': ||<code>pilotOne [[action]] ["getInPilot", chopperOne];</code> | ||
|} | |} | ||
Line 405: | Line 405: | ||
| ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded, and ''turretArray'' is an array defining the turret. For example, ''[1]'' would be a vehicle's second turret, and ''[0, 2, 1]'' is the second turret of the third turret of the first turret. A vehicle's turret order is defined in it's class CfgVehicles of the Config. | | ||Where ''unit'' is the person to board, and ''targetVehicle'' is the vehicle to be boarded, and ''turretArray'' is an array defining the turret. For example, ''[1]'' would be a vehicle's second turret, and ''[0, 2, 1]'' is the second turret of the third turret of the first turret. A vehicle's turret order is defined in it's class CfgVehicles of the Config. | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||gunnerTwo action ["getInTurret", myUH60MG, [1]] | |'''Examples''': ||<code>gunnerTwo [[action]] ["getInTurret", myUH60MG, [1]];</code> | ||
|-valign=top | |-valign=top | ||
| ||tankCommanderOne action ["getInTurret", myT72, [0,1]] | | ||<code>tankCommanderOne [[action]] ["getInTurret", myT72, [0,1]];</code> | ||
|} | |} | ||
Line 420: | Line 420: | ||
| ||Where ''unit'' is the person to disembark, and ''targetVehicle'' is the vehicle to disembark from. | | ||Where ''unit'' is the person to disembark, and ''targetVehicle'' is the vehicle to disembark from. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["getOut", carOne] | |'''Example''': ||<code>soldierOne [[action]] ["getOut", carOne];</code> | ||
|} | |} | ||
Line 433: | Line 433: | ||
| ||Where ''unit'' is any unit (who will not play the action animation), and ''targetUnit'' is the unit who will ready their pistol. | | ||Where ''unit'' is any unit (who will not play the action animation), and ''targetUnit'' is the unit who will ready their pistol. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["handGunOn", soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["handGunOn", soldierOne];</code> | ||
|} | |} | ||
Line 446: | Line 446: | ||
| ||Where ''unit'' is any unit (who will not play the action animation), and ''targetUnit'' is the person to holster it's pistol. | | ||Where ''unit'' is any unit (who will not play the action animation), and ''targetUnit'' is the person to holster it's pistol. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["handGunOff", soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["handGunOff", soldierOne];</code> | ||
|} | |} | ||
Line 459: | Line 459: | ||
| ||Where ''unit'' is a wounded person, and ''targetUnit'' is the medic to do the healing. | | ||Where ''unit'' is a wounded person, and ''targetUnit'' is the medic to do the healing. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["heal", medicOne] | |'''Example''': ||<code>soldierOne [[action]] ["heal", medicOne];</code> | ||
|} | |} | ||
Line 471: | Line 471: | ||
| ||Where ''unit'' is the unit to perform treatment, and ''targetUnit'' is the unit to recieve treatment. | | ||Where ''unit'' is the unit to perform treatment, and ''targetUnit'' is the unit to recieve treatment. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["HealSoldierSelf", soldier1] | |'''Example''': ||<code>player [[action]] ["HealSoldierSelf", soldier1];</code> | ||
|} | |} | ||
Line 483: | Line 483: | ||
| ||Where ''unit'' is a person, and ''targetUnit'' is a dead person. | | ||Where ''unit'' is a person, and ''targetUnit'' is a dead person. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["hideBody", soldierTwo] | |'''Example''': ||<code>soldierOne [[action]] ["hideBody", soldierTwo];</code> | ||
|} | |} | ||
Line 511: | Line 511: | ||
| ||Where ''unit'' is any person unit, ''targetObject'' is an object with a ladder, ''ladderNumber'' is a number defining the desired ladder, and ''positionNumber'' is a number defining the desired position. | | ||Where ''unit'' is any person unit, ''targetObject'' is an object with a ladder, ''ladderNumber'' is a number defining the desired ladder, and ''positionNumber'' is a number defining the desired position. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["ladderDown", (position soldierOne nearestObject 452221), 0, 1] | |'''Example''': ||<code>soldierOne [[action]] ["ladderDown", (position soldierOne nearestObject 452221), 0, 1];</code> | ||
|} | |} | ||
Line 526: | Line 526: | ||
| ||Where ''unit'' is any person unit, ''targetObject'' is an object with a ladder, ''ladderNumber'' is a number defining the desired ladder, and ''positionNumber'' is a number defining the desired position. | | ||Where ''unit'' is any person unit, ''targetObject'' is an object with a ladder, ''ladderNumber'' is a number defining the desired ladder, and ''positionNumber'' is a number defining the desired position. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["ladderUp", (position soldierOne nearestObject 452221), 0, 0] | |'''Example''': ||<code>soldierOne [[action]] ["ladderUp", (position soldierOne nearestObject 452221), 0, 0];</code> | ||
|} | |} | ||
Line 540: | Line 540: | ||
| ||Where ''unit'' is any person unit, ''targetObject'' is the object with a ladder that the person is currently upon, ''unknownNumber'' is a number. | | ||Where ''unit'' is any person unit, ''targetObject'' is the object with a ladder that the person is currently upon, ''unknownNumber'' is a number. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["ladderOff", (position soldierOne nearestObject 452221)] | |'''Example''': ||<code>soldierOne [[action]] ["ladderOff", (position soldierOne nearestObject 452221)];</code> | ||
|} | |} | ||
Line 567: | Line 567: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle that can perform an autopilot landing. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle that can perform an autopilot landing. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||planeOne action ["Land", planeOne] | |'''Example''': ||<code>planeOne [[action]] ["Land", planeOne];</code> | ||
|} | |} | ||
Line 581: | Line 581: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle that can perform an autopilot landing. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle that can perform an autopilot landing. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||planeOne action ["LandGear", planeOne] | |'''Example''': ||<code>planeOne [[action]] ["LandGear", planeOne];</code> | ||
|} | |} | ||
Line 594: | Line 594: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle that can perform an autopilot landing. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle that can perform an autopilot landing. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||planeOne action ["LandGearUp", planeOne] | |'''Example''': ||<code>planeOne [[action]] ["LandGearUp", planeOne];</code> | ||
|} | |} | ||
Line 607: | Line 607: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle with lights. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle with lights. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["lightOff", vehicle player] | |'''Example''': ||<code>[[player]] [[action]] ["lightOff", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
Line 620: | Line 620: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle with lights. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is a vehicle with lights. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["lightOn", spotLight] | |'''Example''': ||<code>[[player]] [[action]] ["lightOn", spotLight];</code> | ||
|} | |} | ||
Line 633: | Line 633: | ||
| ||Expects a 7 element array. ArmA crashes when given incompatible syntax or data with this action, making it hard to test. | | ||Expects a 7 element array. ArmA crashes when given incompatible syntax or data with this action, making it hard to test. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["loadmagazine",player, player, 0, 1 ,"vbs2_us_m16a2_iron_gla", "vbs2_us_m16a2_iron_gla"] | |'''Example''': ||<code>[[player]] [[action]] ["loadmagazine", [[player]], [[player]], 0, 1 ,"vbs2_us_m16a2_iron_gla", "vbs2_us_m16a2_iron_gla"];</code> | ||
|} | |} | ||
Line 646: | Line 646: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is the vehicle in which manual fire mode is to be enabled. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is the vehicle in which manual fire mode is to be enabled. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["ManualFire", vehicle player] | |'''Example''': ||<code>[[player]] [[action]] ["ManualFire", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
Line 659: | Line 659: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is the vehicle in which manual fire mode is to be disabled. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is the vehicle in which manual fire mode is to be disabled. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["manualFireCancel", vehicle player] | |'''Example''': ||<code>[[player]] [[action]] ["manualFireCancel", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
Line 685: | Line 685: | ||
| ||Where ''unit'' is a unit within ''targetVehicle'', and ''cargoPosition'' is the number of the desired cargo position (0 being the first). | | ||Where ''unit'' is a unit within ''targetVehicle'', and ''cargoPosition'' is the number of the desired cargo position (0 being the first). | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["moveToCargo", vehicle player, 2] | |'''Example''': ||<code>[[player]] [[action]] ["moveToCargo", [[vehicle]] [[player]], 2];</code> | ||
|} | |} | ||
Line 698: | Line 698: | ||
| ||Where ''unit'' is a unit within ''targetVehicle''. | | ||Where ''unit'' is a unit within ''targetVehicle''. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["moveToCommander", vehicle player] | |'''Example''': ||<code>[[player]] [[action]] ["moveToCommander", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
Line 711: | Line 711: | ||
| ||Where ''unit'' is a unit within ''targetVehicle''. | | ||Where ''unit'' is a unit within ''targetVehicle''. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["moveToDriver", vehicle player] | |'''Example''': ||<code>[[player]] [[action]] ["moveToDriver", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
Line 724: | Line 724: | ||
| ||Where ''unit'' is a unit within ''targetVehicle''. | | ||Where ''unit'' is a unit within ''targetVehicle''. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["moveToGunner", vehicle player] | |'''Example''': ||<code>[[player]] [[action]] ["moveToGunner", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
Line 744: | Line 744: | ||
| ||Where ''unit'' is a unit within ''targetVehicle'', and ''turret Array'' is an array referring to the desired turret (for example, [0,1,2] refers to the third turret of the second turret of the first turret of the vehicle). | | ||Where ''unit'' is a unit within ''targetVehicle'', and ''turret Array'' is an array referring to the desired turret (for example, [0,1,2] refers to the third turret of the second turret of the first turret of the vehicle). | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||player action ["moveToTurret", vehicle player, [0]] | |'''Examples''': ||<code>[[player]] [[action]] ["moveToTurret", [[vehicle]] [[player]], [0]];</code> | ||
|-valign=top | |-valign=top | ||
| ||player action ["moveToTurret", vehicle player, [0,1]] | | ||<code>[[player]] [[action]] ["moveToTurret", [[vehicle]] [[player]], [0,1]];</code> | ||
|} | |} | ||
Line 772: | Line 772: | ||
| ||Where ''unit'' is the unit to put on NVGoggles, and ''<anything>'' can be anything (it seems to not be used at all, but the action parameter array must contain at least two elements). | | ||Where ''unit'' is the unit to put on NVGoggles, and ''<anything>'' can be anything (it seems to not be used at all, but the action parameter array must contain at least two elements). | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["nvGoggles", player] | |'''Example''': ||<code>[[player]] [[action]] ["nvGoggles", [[player]]];</code> | ||
|} | |} | ||
Line 785: | Line 785: | ||
| ||Where ''unit'' is the unit to put on goggles, and ''<anything>'' can be anything (it seems not to be used at all, but the action parameter array must contain at least two elements). | | ||Where ''unit'' is the unit to put on goggles, and ''<anything>'' can be anything (it seems not to be used at all, but the action parameter array must contain at least two elements). | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["nvGogglesOff", player] | |'''Example''': ||<code>[[player]] [[action]] ["nvGogglesOff", [[player]]];</code> | ||
|} | |} | ||
== OpenParachute == | == OpenParachute == | ||
Line 797: | Line 798: | ||
| ||Where ''unit'' is the unit with parachute backpack. | | ||Where ''unit'' is the unit with parachute backpack. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||player action ["OpenParachute", player] | |'''Example''': ||<code>[[player]] [[action]] ["OpenParachute", [[player]]];</code> | ||
|} | |} | ||
Line 813: | Line 814: | ||
|-valign=top | |-valign=top | ||
|'''Examples''': | |'''Examples''': | ||
|<code>player [[action]] ["PutBag"];</code> | |<code>[[player]] [[action]] ["PutBag"];</code> | ||
| | | | ||
|} | |} | ||
== Rearm == | == Rearm == | ||
Line 826: | Line 828: | ||
| ||Where ''unit'' is the occupied vehicle or person to be rearmed, and ''rearmingObject'' is the object from which to rearm. | | ||Where ''unit'' is the occupied vehicle or person to be rearmed, and ''rearmingObject'' is the object from which to rearm. | ||
|-valign=top | |-valign=top | ||
|'''Examples''': ||tankOne action ["rearm", ammoTruckOne] | |'''Examples''': ||<code>tankOne [[action]] ["rearm", ammoTruckOne]</code> | ||
|-valign=top | |-valign=top | ||
| ||soldierOne action ["rearm", ammoTruckOne] | | ||<code>soldierOne [[action]] ["rearm", ammoTruckOne];</code> | ||
|} | |} | ||
Line 841: | Line 843: | ||
| ||Where ''vehicle'' is the occupied vehicle to be refueled, and ''refuelingObject'' is the object from which to refuel. | | ||Where ''vehicle'' is the occupied vehicle to be refueled, and ''refuelingObject'' is the object from which to refuel. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||tankOne action ["refuel", refuelTruckOne] | |'''Example''': ||<code>tankOne [[action]] ["refuel", refuelTruckOne];</code> | ||
|} | |} | ||
Line 854: | Line 856: | ||
| ||Where ''vehicle'' is the occupied vehicle to be repaired, and ''repairingObject'' is the object from which to repair. | | ||Where ''vehicle'' is the occupied vehicle to be repaired, and ''repairingObject'' is the object from which to repair. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||tankOne action ["refuel", repairTruckOne] | |'''Example''': ||<code>tankOne [[action]] ["refuel", repairTruckOne];</code> | ||
|} | |} | ||
Line 867: | Line 869: | ||
| ||Where ''unit'' is any person, and ''targetObject'' is the dead person with a flag to be returned. | | ||Where ''unit'' is any person, and ''targetObject'' is the dead person with a flag to be returned. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["returnFlag", westFlag] | |'''Example''': ||<code>soldierOne [[action]] ["returnFlag", westFlag];</code> | ||
|} | |} | ||
Line 883: | Line 885: | ||
| ||Where ''unit'' is an Engineer unit, and ''vehicle'' is the object to repair. | | ||Where ''unit'' is an Engineer unit, and ''vehicle'' is the object to repair. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||engineerOne action ["repairVehicle", truckOne] | |'''Example''': ||<code>engineerOne [[action]] ["repairVehicle", truckOne];</code> | ||
|} | |} | ||
Line 895: | Line 897: | ||
| ||Where ''unit'' is any unit (no animation is performed), and ''targetUnit'' is the person to make the salute. | | ||Where ''unit'' is any unit (no animation is performed), and ''targetUnit'' is the person to make the salute. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["salute", soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["salute", soldierOne];</code> | ||
|} | |} | ||
Line 935: | Line 937: | ||
|'''Example''': || | |'''Example''': || | ||
|} | |} | ||
== SetTimer == | == SetTimer == | ||
'''unitOne action [" | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': ||Soldier 'unitOne' plays the action animation. UnitTwo activates and adds thirty seconds to the timer for a satchel charge. Neither unit needs to be near the satchel. | |||
Charge has to be places first using ''unitname [[Fire]] ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"]'' command. | |||
|-valign=top | |||
|'''Syntax''': ||''unitOne'' action ["SetTimer", ''unitTwo'', ''bombName''] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
Line 953: | Line 962: | ||
| ||Where ''unit'' is any unit (no animation is performed), and ''targetUnit'' is the person who is to sit down. | | ||Where ''unit'' is any unit (no animation is performed), and ''targetUnit'' is the person who is to sit down. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["sitDown", soldierOne] | |'''Example''': ||<code>soldierOne [[action]] ["sitDown", soldierOne];</code> | ||
|} | |} | ||
Line 991: | Line 1,000: | ||
| ||Where ''unit'' is any unit, and ''targetUnit'' is the unit to surrender. | | ||Where ''unit'' is any unit, and ''targetUnit'' is the unit to surrender. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["Surrender", soldierTwo] | |'''Example''': ||<code>soldierOne [[action]] ["Surrender", soldierTwo];</code> | ||
|} | |} | ||
== SwitchMagazine == | == SwitchMagazine == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Target unit switches to the given firing mode index. This allows selection of any firing mode for any weapon carried by a soldier, or mounted on a weapon. First are the firing modes for the primary weapon (index 0 upwards), then secondary weapon, then optics, then pistol, then thrown and placed weapons. Changing to NVGoggles just plays an animation, not actually setting NV mode. Unfortunately, the list of firing modes seems to only be created when a soldier is initiated; modes are removed from the list when a weapon is dropped and not re-added when a weapon is picked up. Thus, only use this during the initiation phase of the soldier. On vehicles, where the weapons are not likely to be changed, this action might be useful after the vehicle has been initiated. | |'''Description''': ||Target unit switches to the given firing mode index. This allows selection of any firing mode for any weapon carried by a soldier, or mounted on a weapon. First are the firing modes for the primary weapon (index 0 upwards), then secondary weapon, then optics, then pistol, then thrown and placed weapons. Changing to NVGoggles just plays an animation, not actually setting NV mode. Unfortunately, the list of firing modes seems to only be created when a soldier is initiated; modes are removed from the list when a weapon is dropped and not re-added when a weapon is picked up. Thus, only use this during the initiation phase of the soldier. On vehicles, where the weapons are not likely to be changed, this action might be useful after the vehicle has been initiated. | ||
|-valign=top | |||
If the mode index is higher than available indices, it assumes index 0. | | ||If the mode index is higher than available indices, it assumes index 0. If you just want to change the muzzle used, rather than the firing mode, the standard command [http://community.bistudio.com/wiki/selectWeapon selectWeapon] is generally more useful. | ||
|-valign=top | |||
If you just want to change the muzzle used, rather than the firing mode, the standard command [http://community.bistudio.com/wiki/selectWeapon selectWeapon] is generally more useful. | |'''Syntax''': ||''unit'' action ["SwitchMagazine", ''targetVehicle'', ''targetUnit'', ''mode index''] | ||
|-valign=top | |||
Example: | | || | ||
<code>gameLogic action ["SwitchMagazine", unit1, unit1, 3]; | |-valign=top | ||
gameLogic action ["SwitchMagazine", m1a1, gunner m1a1, 1];</code> | |'''Example''': ||<code>gameLogic [[action]] ["SwitchMagazine", unit1, unit1, 3]; | ||
gameLogic [[action]] ["SwitchMagazine", m1a1, [[gunner]] m1a1, 1];</code> | |||
|} | |||
== SwitchWeapon == | == SwitchWeapon == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': ||UnitOne plays the action animation. Target unit switches to the given muzzle/mode index. Target unit can also be a vehicle. The weapons array is a list of all weapon modes specific to each weapon, muzzle and firing mode combination. | |||
|-valign=top | |||
|'''Syntax''': ||''unit'' action ["SwitchWeapon", ''targetUnit'', ''targetUnit'', ''muzzle index''] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': | |||
|<code>unit2 [[action]] ["SwitchWeapon", unit1, unit1, 7]; | |||
[[player]] [[action]] ["SwitchWeapon", [[vehicle]] [[player]], [[vehicle]] [[player]], 3];</code> | |||
| | |||
|} | |||
== SwitchToUAVDriver == | == SwitchToUAVDriver == | ||
Line 1,042: | Line 1,060: | ||
== TakeFlag == | == TakeFlag == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side. | |'''Description''': ||Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side. | ||
|-valign=top | |||
Example: | |'''Syntax''': ||''unit'' action ["TakeFlag", ''flag1''] | ||
<code> | |-valign=top | ||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["TakeFlag", FlagOne];</code> | |||
|} | |||
== TakeMagazine / TakeWeapon == | == TakeMagazine / TakeWeapon == | ||
:{|style="background:transparent" | |||
''' | |-valign=top | ||
|'''Description''': ||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.) Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'weapon or magazine' is. | |||
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.) | |-valign=top | ||
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'weapon or magazine' is. | |'''Syntax''': ||''unit'' action ["TakeMagazine", ''vehicle'', ''magazineName''] | ||
|-valign=top | |||
Example: | | ||''unit'' action ["TakeWeapon", ''vehicle'', ''weaponName''] | ||
<code> | |-valign=top | ||
| ||Where ''unit'' is any unit, and ''vehicle'' is any unit or vehicle. | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["TakeMagazine", SoldierTwo, "RPGLauncher"];</code> | |||
|} | |||
== TakeMine == | == TakeMine == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Unit will perform pick up action animation. The closest mine that is within two meters of the target unit will be placed into the target unit's inventory. The mine has to be active for this action to succeed. If there is not enough room in the target inventory, the mine will still be picked up but will not appear in inventory. | |'''Description''': ||Unit will perform pick up action animation. The closest mine that is within two meters of the target unit will be placed into the target unit's inventory. The mine has to be active for this action to succeed. If there is not enough room in the target inventory, the mine will still be picked up but will not appear in inventory. | ||
|-valign=top | |||
Example: | |'''Syntax''': ||''unit'' action ["TakeMine", ''targetUnit''] | ||
<code>[[player]] [[action]] ["TakeMine", [[player]]]</code> | |-valign=top | ||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["TakeMine", [[player]]];</code> | |||
|} | |||
Line 1,084: | Line 1,113: | ||
== Talk == | == Talk == | ||
'''["Talk", | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': ||Use and effects unknown. | |||
|-valign=top | |||
|'''Syntax''': ||''unit'' action ["Talk", ''target''] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== TeamSwitch == | == TeamSwitch == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Opens the normal team-switch dialog. <current unit> will be greyed out in the list and thus unselectable. The effect of the second array element is unknown, but it must be a unit. | |'''Description''': ||Opens the normal team-switch dialog. <current unit> will be greyed out in the list and thus unselectable. The effect of the second array element is unknown, but it must be a unit. Works in single-player game only (in MP games, will just momentarily show the mouse cursor without the team-switch window being shown). | ||
Works in single-player game only (in MP games, will just momentarily show the mouse cursor without the team-switch window being shown). | |-valign=top | ||
|'''Syntax''': ||''currentUnit'' action ["TeamSwitch", ''unit''] | |||
Example: | |-valign=top | ||
<code>player action ["TeamSwitch", player]</code> | | || | ||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["TeamSwitch", [[player]]];</code> | |||
|} | |||
== TouchOff == | == TouchOff == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Soldier 'unitOne' plays the action animation. UnitTwo's satchels are "touched off". UnitTwo must be within range (300m) of his satchels to touch them off. | |'''Description''': ||Soldier 'unitOne' plays the action animation. UnitTwo's satchels are "touched off". UnitTwo must be within range (300m) of his satchels to touch them off. | ||
|-valign=top | |||
Example: | |'''Syntax''': ||''unitOne'' action ["TouchOff", ''unitTwo''] | ||
<code> | |-valign=top | ||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["TouchOff", [[player]]];</code> | |||
|} | |||
== TurnIn / TurnOut == | == TurnIn / TurnOut == | ||
''' | :{|style="background:transparent" | ||
''' | |-valign=top | ||
|'''Description''': ||Crew of 'vehiclename' turns in/out (gets in and out of hatches). UnitName must be a player in effective commander of vehicleName. AI will automatically turn in/out based on their current behaviour mode. | |||
|-valign=top | |||
|'''Syntax''': ||''unit'' action ["TurnIn", ''vehicle''] | |||
|-valign=top | |||
| ||''unit'' action ["TurnOut", ''vehicle''] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>TankOne [[action]] ["TurnIn", TankOne]; | |||
[[player]] [[action]] ["TurnOut", [[vehicle]] [[player]]];</code> | |||
|} | |||
== UAVTerminalMakeConnection == | == UAVTerminalMakeConnection == | ||
Line 1,157: | Line 1,207: | ||
== UseMagazine == | == UseMagazine == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Loads a weapon with magazine with known id and fires that weapon. The weapon is selected based on magazine type. Details for <cr> and <id> can be found with [[magazinesDetail]] command (not 100% about <cr> but it seems 0 works for all weapons) | |'''Description''': ||Loads a weapon with magazine with known id and fires that weapon. The weapon is selected based on magazine type. Details for <cr> and <id> can be found with [[magazinesDetail]] command (not 100% about <cr> but it seems 0 works for all weapons) | ||
|-valign=top | |||
Example: | |'''Syntax''': ||''LOGIC'' action ["UseMagazine", ''target'', ''magazine creator'', ''<cr>'', ''<id>''] | ||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
<code>_logic = [[createGroup]] [[west]] [[createUnit]] ["Logic", [0,0,0], [], 0, "NONE"]; | <code>_logic = [[createGroup]] [[west]] [[createUnit]] ["Logic", [0,0,0], [], 0, "NONE"]; | ||
[[hint]] [[str]] [[magazinesDetail]] [[player]]; //loaded mags not shown | [[hint]] [[str]] [[magazinesDetail]] [[player]]; //loaded mags not shown | ||
Line 1,173: | Line 1,227: | ||
_logic [[action]] ["UseMagazine", [[player]], [[player]], 0, 11]; //loads pistol with mag id 11 and fires from inventory | _logic [[action]] ["UseMagazine", [[player]], [[player]], 0, 11]; //loads pistol with mag id 11 and fires from inventory | ||
_logic [[action]] ["UseMagazine", [[player]], [[player]], 0, 121]; //throws smoke grenade with id 121</code> | _logic [[action]] ["UseMagazine", [[player]], [[player]], 0, 121]; //throws smoke grenade with id 121</code> | ||
|} | |||
== User == | == User == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Soldier 'unitName' does nothing. Executes the custom action with the given index of the the target unit. Indexes are based upon the order in which the actions are added to the unit. See [[addAction]]. | |'''Description''': ||Soldier 'unitName' does nothing. Executes the custom action with the given index of the the target unit. Indexes are based upon the order in which the actions are added to the unit. See [[addAction]]. | ||
|-valign=top | |||
Example: | |'''Syntax''': ||''unitName'' action ["User", ''target unit'', ''action index''] | ||
<code>gameLogic action ["User", player, 3]</code> | |-valign=top | ||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>gameLogic [[action]] ["User", [[player]], 3];</code> | |||
|} | |||
== UserType == | == UserType == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
As of ArmA version 1.08, using this action type will cause ArmA to crash to desktop. | |'''Description''': ||As of ArmA version 1.08, using this action type will cause ArmA to crash to desktop. | ||
|-valign=top | |||
|'''Syntax''': ||''unit'' action ["UserType", ''target'', ''action index''] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== UseWeapon == | == UseWeapon == | ||
''' | :{|style="background:transparent" | ||
|-valign=top | |||
Soldier 'unitOne' will play the action animation. Target unit will fire the specified unit's position in the target vehicle's (can be the unit itself) weapon mode index. The indexes seem to be based upon the order in which weapons are added to the unit/vehicle, with each weapon's muzzle's fire mode having an unique index. Weapons can be fired in this way from a not-readied position (eg, firing a rifle on a soldiers back). Pistols will fire from the current weapon's proxy. It can also be used to sound the horn on AI controlled vehicles. | |'''Description''': ||Soldier 'unitOne' will play the action animation. Target unit will fire the specified unit's position in the target vehicle's (can be the unit itself) weapon mode index. The indexes seem to be based upon the order in which weapons are added to the unit/vehicle, with each weapon's muzzle's fire mode having an unique index. Weapons can be fired in this way from a not-readied position (eg, firing a rifle on a soldiers back). Pistols will fire from the current weapon's proxy. It can also be used to sound the horn on AI controlled vehicles. | ||
|-valign=top | |||
'''NOTE:''' If 'unitOne' is [[player]] object, the player goes into pick up animation before action is performed. If 'unitOne' is a game logic, the action is performed immediately with no animation. | | ||'''NOTE:''' If 'unitOne' is [[player]] object, the player goes into pick up animation before action is performed. If 'unitOne' is a game logic, the action is performed immediately with no animation. | ||
|-valign=top | |||
|'''Syntax''': ||''unitOne'' action ["UseWeapon", ''target vehicle'', ''target unit'', ''weapon index''] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
<code>_logic = [[createGroup]] [[west]] [[createUnit]] ["Logic", [0,0,0], [], 0, "NONE"]; | <code>_logic = [[createGroup]] [[west]] [[createUnit]] ["Logic", [0,0,0], [], 0, "NONE"]; | ||
_logic [[action]] ["useWeapon", [[player]], [[player]], 0]; //player fires single shot | _logic [[action]] ["useWeapon", [[player]], [[player]], 0]; //player fires single shot | ||
Line 1,208: | Line 1,279: | ||
gameLogic [[action]] ["useWeapon", myTank, [[gunner]] myTank, 1]; | gameLogic [[action]] ["useWeapon", myTank, [[gunner]] myTank, 1]; | ||
gameLogic [[action]] ["useWeapon", myTank, [[commander]] myTank, 0];</code> | gameLogic [[action]] ["useWeapon", myTank, [[commander]] myTank, 0];</code> | ||
|} | |||
== WeaponInHand / WeaponOnBack == | == WeaponInHand / WeaponOnBack == | ||
:{|style="background:transparent" | |||
''' | |-valign=top | ||
|'''Description''': ||Soldier 'unitName' does nothing, 'target unit' moves his weapon from/to the safety position (gun held across chest pointing at the ground). | |||
Soldier 'unitName' does nothing, 'target unit' moves his weapon from/to the safety position (gun held across chest pointing at the ground). | |||
Change is persistent with player, but AI units will change back to suit their current [[setBehaviour|behaviour mode]]. AI generally keep their rifles safe unless moving or targeting.<br> | Change is persistent with player, but AI units will change back to suit their current [[setBehaviour|behaviour mode]]. AI generally keep their rifles safe unless moving or targeting.<br> | ||
(''VBS2 calls this action "PutWeaponOnBack"'') | (''VBS2 calls this action "PutWeaponOnBack"'') | ||
|-valign=top | |||
|'''Syntax''': ||''unitName'' action ["WeaponInHand", ''target unit''] | |||
|-valign=top | |||
| ||''unitName'' action ["WeaponOnBack", ''target unit''] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>SoldierOne [[action]] ["WeaponOnBack", SoldierTwo]</code> | |||
|} | |||
= Unsorted actions found in UI.pbo/config.bin = | = Unsorted actions found in UI.pbo/config.bin = | ||
== LoadOtherMagazine == | == LoadOtherMagazine == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== LoadEmptyMagazine == | == LoadEmptyMagazine == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== PutWeapon == | == PutWeapon == | ||
is synonym for DropWeapon (same syntax)? | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': ||is synonym for DropWeapon (same syntax)? | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== PutMagazine == | == PutMagazine == | ||
is synonym for DropMagazine (same syntax)? | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': ||is synonym for DropMagazine (same syntax)? | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== StartTimer == | == StartTimer == | ||
is synonym for SetTimer (same syntax) ? | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': ||is synonym for SetTimer (same syntax) ? | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== HideWeapon == | == HideWeapon == | ||
unit action ["hideWeapon",<object>,<object>,<Number>] | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': ||unit action ["hideWeapon",<object>,<object>,<Number>] | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== MarkWeapon == | == MarkWeapon == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== HandGunOffStand == | == HandGunOffStand == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== HandGunOnStand == | == HandGunOnStand == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== TakeDropMagazine/TakeDropWeapon == | == TakeDropMagazine/TakeDropWeapon == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== Assemble == | == Assemble == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': ||OA only. | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>_unit [[action]] ["Assemble", (nearestObject [_unit, "Tripod_Bag"])];</code> | |||
|} | |||
== AutoHoverCancel == | == AutoHoverCancel == | ||
Line 1,260: | Line 1,452: | ||
| ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is any vehicle that is capable of hovering. | | ||Where ''unit'' is any unit (no action animation is performed) and ''targetVehicle'' is any vehicle that is capable of hovering. | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||chopperOne action ["autoHover", chopperOne] | |'''Example''': ||<code>chopperOne [[action]] ["autoHover", chopperOne]</code> | ||
|} | |} | ||
== Disassemble == | == Disassemble == | ||
Line 1,275: | Line 1,468: | ||
| ||Where ''unit'' is any unit and ''weapon'' is assembled weapon | | ||Where ''unit'' is any unit and ''weapon'' is assembled weapon | ||
|-valign=top | |-valign=top | ||
|'''Example''': ||soldierOne action ["Disassemble", mortarOne] | |'''Example''': ||<code>soldierOne [[action]] ["Disassemble", mortarOne];</code> | ||
|} | |} | ||
== FirstAid == | == FirstAid == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== GetOver == | == GetOver == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== GunLightOff == | == GunLightOff == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["GunLightOff", [[player]]];</code> | |||
|} | |||
== GunLightOn == | == GunLightOn == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["GunLightOn", [[player]]];</code> | |||
|} | |||
== HealSoldier == | == HealSoldier == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== IRLaserOff == | == IRLaserOff == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["IRLaserOff", [[player]]];</code> | |||
|} | |||
== IRLaserOn == | == IRLaserOn == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': ||<code>[[player]] [[action]] ["IRLaserOn", [[player]]];</code> | |||
|} | |||
== OpenBag == | == OpenBag == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': ||OA only. | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== TakeBag == | == TakeBag == | ||
OA only. | :{|style="background:transparent" | ||
|-valign=top | |||
|'''Description''': ||OA only. | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
== SuspendVehicleControl == | == SuspendVehicleControl == | ||
Line 1,318: | Line 1,600: | ||
|'''Example''': ||<code>[[player]] [[action]] ["SuspendVehicleControl", [[vehicle]] [[player]]];</code> | |'''Example''': ||<code>[[player]] [[action]] ["SuspendVehicleControl", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
== LockVehicleControl == | == LockVehicleControl == | ||
Line 1,330: | Line 1,613: | ||
|'''Example''': ||<code>[[player]] [[action]] ["LockVehicleControl", [[vehicle]] [[player]]];</code> | |'''Example''': ||<code>[[player]] [[action]] ["LockVehicleControl", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
== UnlockVehicleControl == | == UnlockVehicleControl == | ||
Line 1,342: | Line 1,626: | ||
|'''Example''': ||<code>[[player]] [[action]] ["UnlockVehicleControl", [[vehicle]] [[player]]];</code> | |'''Example''': ||<code>[[player]] [[action]] ["UnlockVehicleControl", [[vehicle]] [[player]]];</code> | ||
|} | |} | ||
== Tell == | == Tell == | ||
:{|style="background:transparent" | |||
|-valign=top | |||
|'''Description''': || | |||
|-valign=top | |||
|'''Syntax''': || | |||
|-valign=top | |||
| || | |||
|-valign=top | |||
|'''Example''': || | |||
|} | |||
[[Category: Arma 3: Editing]] | [[Category: Arma 3: Editing]] | ||
[[Category: Actions]] | [[Category: Actions]] | ||
[[Category: Scripting Topics]] | [[Category: Scripting Topics]] |
Revision as of 10:54, 18 February 2014
Introduction
See ArmA Actions - Introduction.
General Syntax
unit action ["actionType", parameter(s)]
unit: Object. Can be any occupied vehicle or person that is not in a vehicle or also a Game Logic. "actionType": String. Not case sensitive. parameter(s): Various data types, dependant on the action used. The number of required parameters depends on the action type.
Actions
AddBag
Description: Causes a unit to take backpack from another unit/vehicle or weaponholder. Syntax: targetUnit action ["AddBag", sourceUnit, "backpackName"] Where targetUnit is the person to recieve a backpack (the action animation will be performed), sourceUnit is either another unit/vehicle or weaponholder containing the backpack. "backpackName" is the classname (string) of the backpack to be picked up. Note: Bags can be picked up at any distance. To drop bag use "DropBag" action. If several backpacks of the same class name exist in the container, the oldest will be added first. Examples: soldierOne action ["AddBag", soldierTwo, backpack soldierTwo];
player action ["AddBag", car, typeOf firstBackpack car];
ArtilleryComputer
Description: Opens up Artillery Computer display just like the one in action menu for a mortar. Unit has to be in gunner position or display will immediately close. Syntax: unit action ["ArtilleryComputer", artillery] Where unit is any unit, and artillery is the artillery weapon Example: soldierOne action ["ArtilleryComputer", mortarOne];
AutoHover
Description: Toggles auto-hovering on. Note that while the auto-hover status can be toggled on an AI crewed or even an empty vehicle, it will only affect a vehicle controlled by a human pilot. Syntax: unit action ["autoHover", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is any vehicle that is capable of hovering. Example: chopperOne action ["autoHover", chopperOne];
BackFromUAV
Description: Moves player control back from driver/gunner position of connected UAV. Does what "Release UAV controls" UI action does. Syntax: uav action ["BackFromUAV", unit] Where uav is the connected UAV and unit is the player controlling it. Example: getConnectedUav player action ["BackFromUAV", player];
CancelAction
Description: Cancels an action in progress. The target unit will complete it's current animation, although the action itself will not be performed. Syntax: unit action ["cancelAction", targetUnit] Where unit is any unit (no action animation is performed) and targetUnit is any unit that is in the process of performing an action. Example: soldierOne action ["CancelAction", soldierOne];
CancelLand
Description: Cancels autopilot landing for an aircraft, including AI controlled aircraft. Syntax: unit action ["cancelLand", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is any vehicle that is currently performing an autopilot landing. Example: planeOne action ["cancelLand", planeOne];
CancelTakeFlag
Description: Cancels taking of a flag. The unit will complete the taking/action animation, but the flag will remain attached to it's current object. This action needs to be executed while the flag is being taken (which happens after the unit completes the taking/action animation) to prevent a unit taking the flag. For example, if a person is taking a flag from a flagpole, then the cancelTakeFlag action should be executed while the flag is descending the flagpole. Syntax: unit action ["cancelTakeFlag", targetFlag] Where unit is any unit that is currently taking a flag (no action animation is performed) and targetFlag' is a flag object. Example: westSoldierOne action ["cancelTakeFlag", eastFlag];
Deactivate
Description: Causes a unit to deactivate and take a active satchel charge placed by any unit. This action can be performed upon a satchel object from any distance. This action also works for landmines created with createVehicle command:
mine = "ATMine_Range_Ammo" createVehicle position player; //create player action ["Deactivate", player, mine]; //deactivate
Syntax: unit action ["deactivate", targetUnit, targetObject] Where unit is any unit (they will perform the action animation as if deactivating a satchel charge). targetUnit will have the deactivated satchel charge added to it's inventory. targetObject is the armed satchel object to be deactivated (class "pipeBomb" or "timeBomb"). Examples: soldierOne action ["deactivate", soldierOne, mySatchelCharge];
soldierOne action ["deactivate", soldierOne, nearestObject [soldierOne, "pipeBomb"]];
DeactivateMine
Description: Causes a unit to deactivate any armed landmine that is within about two meters of a unit. Neither unit requires the ability to disable landmines. NOTE: This action works only with mines that have been spotted by player (marked with triangle). Use "Deactivate" if you need to deactivate any mine.
Syntax: unit action ["deactivateMine", targetUnit] Where unit is any unit, who will perform the action animation. The closest landmine to targetUnit will be deactivated. Example: soldierOne action ["deactivateMine", soldierOne];
Diary
Description: Use and effects unknown. Syntax: unit action ["diary", <target>] Example:
DropBag
Description: Causes a unit to drop a backpack into another unit/vehicle. To drop backpack on the ground, a weaponholder object needs to be created first. Syntax: sourceUnit action ["DropBag", targetUnit, "backpackName"] Where sourceUnit is the person to drop a backpack (the action animation will be performed), targetUnit is either another unit/vehicle into which the backpack will be dropped or a weaponholder. "backpackName" is the classname (string) of the backpack to be dropped. Note: Bags can be dropped into other units at any distance. If targetUnit already has a backpack, sourceUnit's backpack will drop to the ground at targetUnit's feet, and be unavailable (for picking up/using). Examples: soldierOne action ["DropBag", soldierTwo, backpack soldierOne];
_gwh = "GroundWeaponHolder" createVehicle position player; player action ["DropBag", _gwh, typeOf unitBackpack player];
(unitBackpack player) setVariable ["backpackOwner", name player, true]; player action ["DropBag", car, typeOf unitBackpack player]; hint ((firstBackpack car) getVariable "backpackOwner");
DropMagazine
Description: Causes a person to drop a magazine either into another unit (both persons and vehicles), or onto the ground (creating a new WeaponHolder object). Magazines can be dropped into other units at any distance. Syntax: unit action ["dropMagazine", targetUnit, "magazineName"] Where unit is the person to drop a magazine (the action animation will be performed), targetUnit is either another unit into which the magazine will be dropped, or the same unit that is dropping the magazine. "magazineName" is the classname (string) of the magazine to be dropped (see the ArmA weapons list for magazine classnames). Examples: soldierOne action ["dropMagazine", soldierOne, "30Rnd_545x39_AK"];
soldierOne action ["dropMagazine", ammoCrateOne, "30Rnd_545x39_AK"];
DropWeapon
Description: This action causes Arma 3 to freeze as of 2013-05-15 [1]. Causes a person to drop a weapon and all associated magazines either into another unit (including persons and vehicles), or onto the ground (creating a new WeaponHolder object). Weapons can be dropped into other units at any distance.
Syntax: unit action ["dropWeapon", targetUnit, "weaponName"] Where unit is the person to drop a weapon (the action animation will be performed), targetUnit is either another unit into which the weapon will be dropped, or the same unit that is dropping the weapon to place it onto the ground. "weaponName" is the classname (string) of the weapon to be dropped (see the ArmA weapons list for classnames). Examples: soldierOne action ["dropWeapon", soldierOne, "AK74GL"];
soldierOne action ["dropWeapon", ammoCrateOne, "RPG7V"];
Eject
Description: Causes a person to eject out of the vehicle they are currently inside. If the unit was the driver of the vehicle, the vehicle will retain it's steering control input and it's engine will remain on. This action has a global effect when used on a local unit in multiplayer. If the vehicle parameter used is an moving aircraft, the ejecting person will use a parachute (and likewise if it is not an moving aircraft, no parachute will be used). Syntax: unit action ["eject", vehicle] Where unit is the person to eject from their current vehicle, and vehicle is any vehicle (generally the vehicle unit is within). Example: soldierOne action ["Eject", vehicle soldierOne];
EngineOn
Description: Turns a vehicle's engine on. This command will not override an AI driver's desires. Syntax: unit action ["engineOn", targetVehicle] Where unit is any unit, and targetVehicle is the vehicle to start it's engine. Example: soldierOne action ["engineOn", vehicle soldierOne];
EngineOff
Description: Turns a vehicle's engine off. This command will not override an AI driver's desires. Syntax: unit action ["engineOff", targetVehicle] Where unit is any unit, and targetVehicle is the vehicle to have it's engine turned off. Example: soldierOne action ["engineOff", vehicle soldierOne];
FireInFlame
Description: Ignites a fireplace object (from any distance). Syntax: unit action ["fireInFlame", targetObject] Where unit is any unit(the action animation will be performed), and targetObject is the fireplace to be ignited. Example: soldierOne action ["fireInFlame", firePlaceOne];
FirePutDown
Description: Extinguishes a fireplace object (from any distance). Syntax: unit action ["firePutDown", targetObject] Where unit is any unit (the action animation will be performed), and targetObject is the fireplace to be extinguished. Example: soldierOne action ["firePutDown", firePlaceOne];
FlapsUp
Description: Adjusts an aircraft's flaps upwards one notch. AI pilot's will instantly adjust their flaps to whatever setting they feel is suitable. Syntax: unit action ["flapsUp", targetVehicle] Where unit is any unit (the action animation will not be performed), and targetVehicle is the aircraft to have it's flaps adjusted. Example: harrierOne action ["flapsUp", harrierOne];
FlapsDown
Description: Adjusts an aircraft's flaps down one notch. AI pilot's will instantly adjust their flaps to whatever setting they feel is suitable. Syntax: unit action ["flapsDown", targetVehicle] Where unit is any unit (the action animation will not be performed), and targetVehicle is the aircraft to have it's flaps adjusted. Example: harrierOne action ["flapsDown", harrierOne];
Gear
Description: Opens inventory dialog for the player and plays the appropriate animation. The left part of the inventory dialog gets populated with the inventory of the target unit. Player has to be in range of inventory operations with the targetUnit (~ <5m). Syntax: unit action ["Gear", targetUnit] Where unit is a player, and targetUnit is another player, vehicle or container. Examples: player action ["Gear","GroundWeaponHolder" createVehicle position player];
player action ["Gear", objNull];
player action ["Gear", soldier1];
player action ["Gear", cursorTarget];
GetInCargo
Description: Instantly moves a person to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as cargo, in a specific cargo position if given as an optional parameter, otherwise in the first available cargo position. If the specific position is already occupied, the person will board in the first available cargo position. If the all cargo positions are already occupied by living persons, or no cargo position exists, the boarding will fail. Syntax: unit action ["getInCargo", targetVehicle] unit action ["getInCargo", targetVehicle, positionNumber] Where unit is the person to board, and targetVehicle is the vehicle to be boarded. positionNumber is a specific cargo position index number. Examples: soldierOne action ["getInCargo", truckOne];
soldierOne action ["getInCargo", truckOne, 0];
GetInCommander
Description: Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, they then attempt to board the vehicle as the commander. The boarding will fail if the position is already occupied or does not exist. Syntax: unit action ["getInCommander", targetVehicle] Where unit is the person to board, and targetVehicle is the vehicle to be boarded. Example: soldierOne action ["getInCommander", tankOne];
GetInDriver
Description: Instantly moves an person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the driver/pilot. The boarding will fail if the position is already occupied or does not exist. Syntax: unit action ["getInDriver", targetVehicle] Where unit is the person to board, and targetVehicle is the vehicle to be boarded. Example: soldierOne action ["getInDriver", carOne];
GetInGunner
Description: Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the primary gunner. If the gunner position is already occupied by another living person or it does not exist, the boarding will fail. Also see getInTurret. Syntax: unit action ["getInGunner", targetVehicle] Where unit is the person to board, and targetVehicle is the vehicle to be boarded. Example: soldierOne action ["getInGunner", mySpotlight];
GetInPilot
Description: This action is identical to getInDriver. It instantly moves an person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the driver/pilot. The boarding will fail if the position is already occupied or does not exist. Syntax: unit action ["getInPilot", targetVehicle] Where unit is the person to board, and targetVehicle is the vehicle to be boarded. Example: pilotOne action ["getInPilot", chopperOne];
GetInTurret
Description: Instantly moves a person (who is not already in a vehicle) to the appropriate boarding position of a vehicle, then they attempt to board the vehicle as the specified turret user. If the turret position is already occupied by another living person the boarding will fail. If the turret position does not exist, ArmA may crash. See also getInGunner. Syntax: unit action ["getInTurret", targetVehicle, turretArray] Where unit is the person to board, and targetVehicle is the vehicle to be boarded, and turretArray is an array defining the turret. For example, [1] would be a vehicle's second turret, and [0, 2, 1] is the second turret of the third turret of the first turret. A vehicle's turret order is defined in it's class CfgVehicles of the Config. Examples: gunnerTwo action ["getInTurret", myUH60MG, [1]];
tankCommanderOne action ["getInTurret", myT72, [0,1]];
GetOut
Description: Causes a person to disembark from a vehicle, without a parachute in the case of aircraft. See also eject. Syntax: unit action ["getOut", targetVehicle] Where unit is the person to disembark, and targetVehicle is the vehicle to disembark from. Example: soldierOne action ["getOut", carOne];
HandGunOn
Description: Causes a person to ready their hand gun (if equiped). This action may not work if the unit does not have a primary rifle. Syntax: unit action ["handGunOn", targetUnit] Where unit is any unit (who will not play the action animation), and targetUnit is the unit who will ready their pistol. Example: soldierOne action ["handGunOn", soldierOne];
HandGunOff
Description: Causes a person to return a readied pistol to it's holster, then switch to the primary rifle. This action may not work if the unit does not have a primary rifle. Syntax: unit action ["handGunOff", targetUnit] Where unit is any unit (who will not play the action animation), and targetUnit is the person to holster it's pistol. Example: soldierOne action ["handGunOff", soldierOne];
Heal
Description: Instantly teleports a person unit to the target medic. The target medic then heals the unit. If the target unit is not a medic, the animations will still be played, but no healing occurs. If the medic is within a vehicle, no teleporting will occur and the wounded unit will only be healed if they are already within healing range (a few meters). Syntax: unit action ["heal", targetUnit] Where unit is a wounded person, and targetUnit is the medic to do the healing. Example: soldierOne action ["heal", medicOne];
HealSoldierSelf
Description: Performs one soldier healing of another soldier. In case the target is the same unit, the soldier performs treatment on himself. Needs to have FAK (first aid kit) in the inventory, which gets used. Syntax: unit action ["HealSoldierSelf", targetUnit] Where unit is the unit to perform treatment, and targetUnit is the unit to recieve treatment. Example: player action ["HealSoldierSelf", soldier1];
HideBody
Description: Causes a person to bend down and hide (bury) a body in the ground. The body is automatically deleted within a few seconds. The person performing the action does not require the ability to hide bodies, and may be any distance from the body. Syntax: unit action ["hideBody", targetUnit] Where unit is a person, and targetUnit is a dead person. Example: soldierOne action ["hideBody", soldierTwo];
InGameMenu
Description: Use and effects unknown. Syntax: unit action ["inGameMenu", <target>] Example:
LadderDown
Description: Causes a person to play an animation as if mounting the top of a ladder, then instantly teleport onto the specified ladder in the specified position. If the person is controlled by AI, they will automatically climb up or down the ladder. If the 2 parameter syntax is used, the person will become stuck in the ladder mounting animation state until the ladderOff action is executed upon them. It may also crash ArmA (pre 1.09). Syntax: unit action ["ladderDown", targetObject] unit action ["ladderDown", targetObject, ladderNumber, positionNumber] Where unit is any person unit, targetObject is an object with a ladder, ladderNumber is a number defining the desired ladder, and positionNumber is a number defining the desired position. Example: soldierOne action ["ladderDown", (position soldierOne nearestObject 452221), 0, 1];
LadderUp
Description: Causes a person to play an animation as if mounting the bottom of a ladder, then instantly teleport onto the specified ladder in the specified position. If the person is controlled by AI, they will automatically climb up or down the ladder. If the 2 parameter syntax is used, the person will become stuck in the ladder mounting animation state until the ladderOff action is executed upon them. It may also crash ArmA (pre 1.09). Syntax: unit action ["ladderUp", targetObject] !!!Warning!!! This syntax causes Arma 3 to freeze unit action ["ladderUp", targetObject, ladderNumber, positionNumber] Where unit is any person unit, targetObject is an object with a ladder, ladderNumber is a number defining the desired ladder, and positionNumber is a number defining the desired position. Example: soldierOne action ["ladderUp", (position soldierOne nearestObject 452221), 0, 0];
LadderOff
Description: Causes a person to dismount from any ladder of the specified object they may be happen to be on. The alternative 3 parameter syntax expects a number, the use of which is not known. Syntax: unit action ["ladderOff", targetObject] unit action ["ladderDown", targetObject, unknownNumber] Where unit is any person unit, targetObject is the object with a ladder that the person is currently upon, unknownNumber is a number. Example: soldierOne action ["ladderOff", (position soldierOne nearestObject 452221)];
LadderOnDown
Description: This action appears to be identical to LadderDown.
LadderOnUp
Description: This action appears to be identical to LadderUp.
Land
Description: Turns on autopilot landing for an aircraft, including AI controlled aircraft. The aircraft will land at the closest airfield. Syntax: unit action ["Land", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is a vehicle that can perform an autopilot landing. Example: planeOne action ["Land", planeOne];
LandGear
Description: Lowers the landing gear of an aircraft. Only works on player controlled aircraft. Syntax: unit action ["LandGear", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is a vehicle that can perform an autopilot landing. Example: planeOne action ["LandGear", planeOne];
LandGearUp
Description: Raises the landing gear of an aircraft. Only works on player controlled aircraft. Syntax: unit action ["LandGearUp", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is a vehicle that can perform an autopilot landing. Example: planeOne action ["LandGearUp", planeOne];
LightOff
Description: Turns off the headlights of an empty vehicle. If the vehicle is AI-controlled (either as the lone driver, or as the commander/gunner) then the light status depends on the AI's behaviour mode ("combat" or "stealth" = lights off, any other mode = lights on). Syntax: unit action ["lightOff", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is a vehicle with lights. Example: player action ["lightOff", vehicle player];
LightOn
Description: Turns on the headlights of an empty vehicle. If vehicle is AI-controlled, see notes under the LightOff action. Syntax: unit action ["lightOn", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is a vehicle with lights. Example: player action ["lightOn", spotLight];
LoadMagazine
Description: Use and effects unknown. Syntax: Unknown, something like - unit action ["loadMagazine", <target>, <magazine creator>, <number>, <number> ,<weapon name>, <muzzle name>] Expects a 7 element array. ArmA crashes when given incompatible syntax or data with this action, making it hard to test. Example: player action ["loadmagazine", player, player, 0, 1 ,"vbs2_us_m16a2_iron_gla", "vbs2_us_m16a2_iron_gla"];
ManualFire
Description: Enables manual fire mode for a player unit that is driver or commander of a vehicle. This action toggled manual fire mode in old versions of ArmA. Syntax: unit action ["manualFire", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is the vehicle in which manual fire mode is to be enabled. Example: player action ["ManualFire", vehicle player];
ManualFireCancel
Description: Disables manual fire mode for a player unit that is driver or commander of a vehicle. Syntax: unit action ["manualFireCancel", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is the vehicle in which manual fire mode is to be disabled. Example: player action ["manualFireCancel", vehicle player];
MarkEntity
Description: Use and effects unknown. Syntax: unit action ["markEntity", <target>] Example:
MoveToCargo
Description: Move a unit to the chosen cargo position within a vehicle. If another unit is already in that position, the units will swap positions. (possibly alternate syntax to place unit in first empty cargo position?) Syntax: unit action ["moveToCargo", targetVehicle, cargoPosition] Where unit is a unit within targetVehicle, and cargoPosition is the number of the desired cargo position (0 being the first). Example: player action ["moveToCargo", vehicle player, 2];
MoveToCommander
Description: Move a unit to the commander's position within a vehicle. If another unit is already in that position, the units will swap positions. Syntax: unit action ["moveToCommander", targetVehicle] Where unit is a unit within targetVehicle. Example: player action ["moveToCommander", vehicle player];
MoveToDriver
Description: Move a unit to the driver's position within a vehicle. If another unit is already in that position, the units will generally swap positions, although in some scenarios this action may not work (although having the existing driver move always works). Syntax: unit action ["moveToDriver", targetVehicle] Where unit is a unit within targetVehicle. Example: player action ["moveToDriver", vehicle player];
MoveToGunner
Description: Move a unit to the primary gunner's position within a vehicle. If another unit is already in that position, the units will swap positions. See also moveToTurret. Syntax: unit action ["moveToGunner", targetVehicle] Where unit is a unit within targetVehicle. Example: player action ["moveToGunner", vehicle player];
MoveToPilot
Description: Identical to moveToDriver.
MoveToTurret
Description: Move a unit to the chosen turret position within a vehicle. If another unit is already in that position, the units will swap positions. Syntax: unit action ["moveToTurret", targetVehicle, turretArray] Where unit is a unit within targetVehicle, and turret Array is an array referring to the desired turret (for example, [0,1,2] refers to the third turret of the second turret of the first turret of the vehicle). Examples: player action ["moveToTurret", vehicle player, [0]];
player action ["moveToTurret", vehicle player, [0,1]];
None
Description: Use and effects unknown. Syntax: unit action ["none", <target>] Example:
NVGoggles
Description: Causes a unit to put on it's night vision goggles. AI controlled units will automatically put on and take off goggles depending on daylight. Syntax: unit action ["nvGoggles", <anything>] Where unit is the unit to put on NVGoggles, and <anything> can be anything (it seems to not be used at all, but the action parameter array must contain at least two elements). Example: player action ["nvGoggles", player];
NVGogglesOff
Description: Causes a unit to take off it's night vision goggles. AI controlled units will automatically put on and take off goggles depending on daylight. Syntax: unit action ["nvGogglesOff", <anything>] Where unit is the unit to put on goggles, and <anything> can be anything (it seems not to be used at all, but the action parameter array must contain at least two elements). Example: player action ["nvGogglesOff", player];
OpenParachute
Description: Opens unit's parachute. Unit must have parachute backpack. Syntax: unit action ["OpenParachute", unit] Where unit is the unit with parachute backpack. Example: player action ["OpenParachute", player];
PutBag
Description: Causes a unit to bend over and put current backpack on the ground. Syntax: sourceUnit action ["PutBag"] Where sourceUnit is the person to drop a backpack. Note: To pick the backpack from the ground use "AddBag" action. Examples: player action ["PutBag"];
Rearm
Description: Causes an occupied vehicle or person to rearm from any object with some ammoCargo (generally an ammo truck) in the case of vehicles, or some magazines in it's cargo in the case of a rearming person. The rearming vehicle/person can be any distance from the rearming object. Rearming vehicles takes some time and will be interrupted if the vehicle starts to move. A rearming person will bend down as if picking up something. Syntax: unit action ["rearm", reamingObject] Where unit is the occupied vehicle or person to be rearmed, and rearmingObject is the object from which to rearm. Examples: tankOne action ["rearm", ammoTruckOne]
soldierOne action ["rearm", ammoTruckOne];
Refuel
Description: Causes an occupied vehicle to refuel from any object with some fuelCargo (generally an refueling truck). The refueling object can be any distance from the vehicle. Refueling takes some time and will be interrupted if the vehicle starts to move. Syntax: vehicle action ["refuel", refuelingObject] Where vehicle is the occupied vehicle to be refueled, and refuelingObject is the object from which to refuel. Example: tankOne action ["refuel", refuelTruckOne];
Repair
Description: Causes an occupied vehicle to repair from any object with some repairCargo (generally an repair truck). The repair object can be any distance from the vehicle. Repairing takes some time and will be interrupted if the vehicle starts to move. Syntax: vehicle action ["repair", repairingObject] Where vehicle is the occupied vehicle to be repaired, and repairingObject is the object from which to repair. Example: tankOne action ["refuel", repairTruckOne];
ReturnFlag
Description: Causes a person to return a flag from a nearby dead person back to it's flagpole. As of ArmA v1.12 this action is bugged and can not be used upon flags attached to destroyed vehicles. Syntax: unit action ["returnFlag", targetObject] Where unit is any person, and targetObject is the dead person with a flag to be returned. Example: soldierOne action ["returnFlag", westFlag];
RepairVehicle
OA only. Required version 1.54.
Description: Causes an Engineer unit to repair an object using their Engineer Repair ability (from v1.54). The Engineer can be any distance from the vehicle. Repairing takes some time. If unit is not the Engineer class no repairs are made but the animation will still play. Syntax: unit action ["repairVehicle", vehicle] Where unit is an Engineer unit, and vehicle is the object to repair. Example: engineerOne action ["repairVehicle", truckOne];
Salute
Description: Causes a person to salute. AI controlled units will only make a momentary salute, unless the AI is in safe or careless behaviour mode. Syntax: unit action ["salute", targetUnit] Where unit is any unit (no animation is performed), and targetUnit is the person to make the salute. Example: soldierOne action ["salute", soldierOne];
ScudCancel
Description: There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. Syntax: unit action ["scudCancel", targetVehicle] Syntax unknown. Example:
ScudLaunch
Description: There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. Syntax: unit action ["scudLaunch", targetVehicle] Syntax unknown. Example:
ScudStart
Description: There is no Scud Launcher in ArmA, however this action (probably) remains in the engine from the days of Operation Flashpoint. Syntax: unit action ["scudStart", targetVehicle] Syntax unknown. Example:
SetTimer
Description: Soldier 'unitOne' plays the action animation. UnitTwo activates and adds thirty seconds to the timer for a satchel charge. Neither unit needs to be near the satchel. Charge has to be places first using unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.
Syntax: unitOne action ["SetTimer", unitTwo, bombName] Example:
SitDown
Description: Causes a person to sit down on the ground (or get up, if already sitting). AI controlled units will only stay seated if they are in safe or careless behaviour mode. Syntax: unit action ["sitDown", targetUnit] Where unit is any unit (no animation is performed), and targetUnit is the person who is to sit down. Example: soldierOne action ["sitDown", soldierOne];
StrokeFist
Description: Does nothing. There is no punch animation in ArmA, however this action (presumably) remains in the engine from the days of Operation Flashpoint. Syntax: unit action ["strokeFist", targetVehicle] Syntax unknown. Example:
StrokeGun
Description: Does nothing (other than making a person twitch a little). There is no suitable animation for this action in ArmA, however this action (presumably) remains in the engine from the days of Operation Flashpoint. Syntax: unit action ["strokeGun", targetVehicle] Syntax unknown. Example:
Surrender
Description: Makes unit to put weapon on shoulder and put hands behind the head temporarily. For the lasting effect all weapons from the unit should be removed first. Syntax: unit action ["Surrender", targetUnit] Where unit is any unit, and targetUnit is the unit to surrender. Example: soldierOne action ["Surrender", soldierTwo];
SwitchMagazine
Description: Target unit switches to the given firing mode index. This allows selection of any firing mode for any weapon carried by a soldier, or mounted on a weapon. First are the firing modes for the primary weapon (index 0 upwards), then secondary weapon, then optics, then pistol, then thrown and placed weapons. Changing to NVGoggles just plays an animation, not actually setting NV mode. Unfortunately, the list of firing modes seems to only be created when a soldier is initiated; modes are removed from the list when a weapon is dropped and not re-added when a weapon is picked up. Thus, only use this during the initiation phase of the soldier. On vehicles, where the weapons are not likely to be changed, this action might be useful after the vehicle has been initiated. If the mode index is higher than available indices, it assumes index 0. If you just want to change the muzzle used, rather than the firing mode, the standard command selectWeapon is generally more useful. Syntax: unit action ["SwitchMagazine", targetVehicle, targetUnit, mode index] Example: gameLogic action ["SwitchMagazine", unit1, unit1, 3];
SwitchWeapon
Description: UnitOne plays the action animation. Target unit switches to the given muzzle/mode index. Target unit can also be a vehicle. The weapons array is a list of all weapon modes specific to each weapon, muzzle and firing mode combination. Syntax: unit action ["SwitchWeapon", targetUnit, targetUnit, muzzle index] Example: unit2 action ["SwitchWeapon", unit1, unit1, 7];
player action ["SwitchWeapon", vehicle player, vehicle player, 3];
SwitchToUAVDriver
Description: Moves player control into driver position of connected UAV. Does what "Take UAV controls" UI action does. Syntax: unit action ["SwitchToUAVDriver", uav] Where unit is a player and uav is the connected UAV. Example: player action ["SwitchToUAVDriver", getConnectedUav player];
SwitchToUAVGunner
Description: Moves player control into gunner position of connected UAV. Does what "Take UAV turret controls" UI action does. Syntax: unit action ["SwitchToUAVGunner", uav] Where unit is a player and uav is the connected UAV. Example: player action ["SwitchToUAVGunner", getConnectedUav player];
TakeFlag
Description: Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side. Syntax: unit action ["TakeFlag", flag1] Example: player action ["TakeFlag", FlagOne];
TakeMagazine / TakeWeapon
Description: 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. Syntax: unit action ["TakeMagazine", vehicle, magazineName] unit action ["TakeWeapon", vehicle, weaponName] Where unit is any unit, and vehicle is any unit or vehicle. Example: player action ["TakeMagazine", SoldierTwo, "RPGLauncher"];
TakeMine
Description: Unit will perform pick up action animation. The closest mine that is within two meters of the target unit will be placed into the target unit's inventory. The mine has to be active for this action to succeed. If there is not enough room in the target inventory, the mine will still be picked up but will not appear in inventory. Syntax: unit action ["TakeMine", targetUnit] Example: player action ["TakeMine", player];
TakeVehicleControl
Description: In case of a helicopter, copilot will take flying controls, even if enableCopilot is disabled and isCopilotEnabled is false. Use SuspendVehicleControl action to release control. Syntax: unit action ["TakeVehicleControl", vehicle] Where unit is any unit, and vehicle is any vehicle with co-pilot controls. Example: player action ["TakeVehicleControl", vehicle player];
Talk
Description: Use and effects unknown. Syntax: unit action ["Talk", target] Example:
TeamSwitch
Description: Opens the normal team-switch dialog. <current unit> will be greyed out in the list and thus unselectable. The effect of the second array element is unknown, but it must be a unit. Works in single-player game only (in MP games, will just momentarily show the mouse cursor without the team-switch window being shown). Syntax: currentUnit action ["TeamSwitch", unit] Example: player action ["TeamSwitch", player];
TouchOff
Description: Soldier 'unitOne' plays the action animation. UnitTwo's satchels are "touched off". UnitTwo must be within range (300m) of his satchels to touch them off. Syntax: unitOne action ["TouchOff", unitTwo] Example: player action ["TouchOff", player];
TurnIn / TurnOut
Description: Crew of 'vehiclename' turns in/out (gets in and out of hatches). UnitName must be a player in effective commander of vehicleName. AI will automatically turn in/out based on their current behaviour mode. Syntax: unit action ["TurnIn", vehicle] unit action ["TurnOut", vehicle] Example: TankOne action ["TurnIn", TankOne];
UAVTerminalMakeConnection
Description: Connects player to chosen UAV. Does what "Connect terminal to UAV" UI action does. NOTE: Player has to be in normal UI action proximity to the UAV for this action to work. To connect to far away UAV use connectTerminalToUav command instead.
Syntax: unit action ["UAVTerminalMakeConnection", uav] Where unit is a player and uav is UAV to be connected to. Example: player action ["UAVTerminalMakeConnection", allUnitsUav select 0];
UAVTerminalOpen
Description: Opens UAV Terminal UI. Player must have UAV Terminal item in GPS slot of inventory. Does what "Open UAV Terminal" UI action does. Syntax: unit action ["UAVTerminalOpen", unit] Where unit is a player. Example: player action ["UAVTerminalOpen", player];
UAVTerminalReleaseConnection
Description: Disconnects player from connected UAV. Does what "Disconnect terminal from UAV" UI action does. NOTE: Unlike with "UAVTerminalMakeConnection", player can be far away from the UAV. Notice how the passed params are swapped around for this action.
Syntax: uav action ["UAVTerminalReleaseConnection", unit] Where uav is the connected UAV and unit is the player controlling it. Example: getConnectedUav player action ["UAVTerminalReleaseConnection", player];
UseMagazine
Description: Loads a weapon with magazine with known id and fires that weapon. The weapon is selected based on magazine type. Details for <cr> and <id> can be found with magazinesDetail command (not 100% about <cr> but it seems 0 works for all weapons) Syntax: LOGIC action ["UseMagazine", target, magazine creator, <cr>, <id>] Example: _logic = createGroup west createUnit ["Logic", [0,0,0], [], 0, "NONE"]; hint str magazinesDetail player; //loaded mags not shown /*[ "6.5mm 30Rnd STANAG Mag(30/30)[id/cr:3/0]", "Smoke Round (White)(1/1)[id/cr:121/0]", "Smoke Round (White)(1/1)[id/cr:122/0]", "9mm 16Rnd Mag(16/16)[id/cr:11/0]" ]*/ _logic action ["UseMagazine", player, player, 0, 3]; //loads rifle with mag id 3 and fires _logic action ["UseMagazine", player, player, 0, 11]; //loads pistol with mag id 11 and fires from inventory _logic action ["UseMagazine", player, player, 0, 121]; //throws smoke grenade with id 121
User
Description: Soldier 'unitName' does nothing. Executes the custom action with the given index of the the target unit. Indexes are based upon the order in which the actions are added to the unit. See addAction. Syntax: unitName action ["User", target unit, action index] Example: gameLogic action ["User", player, 3];
UserType
Description: As of ArmA version 1.08, using this action type will cause ArmA to crash to desktop. Syntax: unit action ["UserType", target, action index] Example:
UseWeapon
Description: Soldier 'unitOne' will play the action animation. Target unit will fire the specified unit's position in the target vehicle's (can be the unit itself) weapon mode index. The indexes seem to be based upon the order in which weapons are added to the unit/vehicle, with each weapon's muzzle's fire mode having an unique index. Weapons can be fired in this way from a not-readied position (eg, firing a rifle on a soldiers back). Pistols will fire from the current weapon's proxy. It can also be used to sound the horn on AI controlled vehicles. NOTE: If 'unitOne' is player object, the player goes into pick up animation before action is performed. If 'unitOne' is a game logic, the action is performed immediately with no animation. Syntax: unitOne action ["UseWeapon", target vehicle, target unit, weapon index] Example: _logic = createGroup west createUnit ["Logic", [0,0,0], [], 0, "NONE"]; _logic action ["useWeapon", player, player, 0]; //player fires single shot _logic action ["useWeapon", player, player, 2]; //player fires 3 round burst _logic action ["useWeapon", player, player, 5]; //player fires pistol from inventory _logic action ["useWeapon", player, player, 7]; //player throws hand grenade _logic action ["useWeapon", car, car, 0]; //car sounds its horn //more examples gameLogic action ["useWeapon", unit1, unit1,16]; gameLogic action ["useWeapon", vehicle unit1, unit1, 0]; gameLogic action ["useWeapon", myTank, gunner myTank, 1]; gameLogic action ["useWeapon", myTank, commander myTank, 0];
WeaponInHand / WeaponOnBack
Description: Soldier 'unitName' does nothing, 'target unit' moves his weapon from/to the safety position (gun held across chest pointing at the ground). Change is persistent with player, but AI units will change back to suit their current behaviour mode. AI generally keep their rifles safe unless moving or targeting.
(VBS2 calls this action "PutWeaponOnBack")Syntax: unitName action ["WeaponInHand", target unit] unitName action ["WeaponOnBack", target unit] Example: SoldierOne action ["WeaponOnBack", SoldierTwo]
Unsorted actions found in UI.pbo/config.bin
LoadOtherMagazine
Description: Syntax: Example:
LoadEmptyMagazine
Description: Syntax: Example:
PutWeapon
Description: is synonym for DropWeapon (same syntax)? Syntax: Example:
PutMagazine
Description: is synonym for DropMagazine (same syntax)? Syntax: Example:
StartTimer
Description: is synonym for SetTimer (same syntax) ? Syntax: Example:
HideWeapon
Description: Syntax: unit action ["hideWeapon",<object>,<object>,<Number>] Example:
MarkWeapon
Description: Syntax: Example:
HandGunOffStand
Description: Syntax: Example:
HandGunOnStand
Description: Syntax: Example:
TakeDropMagazine/TakeDropWeapon
Description: Syntax: Example:
Assemble
Description: OA only. Syntax: Example: _unit action ["Assemble", (nearestObject [_unit, "Tripod_Bag"])];
AutoHoverCancel
Description: Toggles auto-hovering off. Note that while the auto-hover status can be toggled on an AI crewed or even an empty vehicle, it will only affect a vehicle controlled by a human pilot. Syntax: unit action ["autoHover", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is any vehicle that is capable of hovering. Example: chopperOne action ["autoHover", chopperOne]
Disassemble
OA only.
Description: Takes assembled weapon to parts (carry bags). Assembled weapon object reference may need to be kept for assembly. Syntax: unit action ["Disassemble", weapon] Where unit is any unit and weapon is assembled weapon Example: soldierOne action ["Disassemble", mortarOne];
FirstAid
Description: Syntax: Example:
GetOver
Description: Syntax: Example:
GunLightOff
GunLightOn
HealSoldier
Description: Syntax: Example:
IRLaserOff
IRLaserOn
OpenBag
Description: OA only. Syntax: Example:
TakeBag
Description: OA only. Syntax: Example:
SuspendVehicleControl
Description: Release vehicle controls from co-pilot. Control immediately returns to pilot. Syntax: unit action ["SuspendVehicleControl", vehicle] Where unit is any unit, and vehicle is any vehicle with co-pilot controls. Example: player action ["SuspendVehicleControl", vehicle player];
LockVehicleControl
Description: Locks co-pilot controls, removes Take Control action. enableCopilot must be set true to function. Syntax: unit action ["LockVehicleControl", vehicle] Where unit is any unit, and vehicle is any vehicle with co-pilot controls. Example: player action ["LockVehicleControl", vehicle player];
UnlockVehicleControl
Description: Unlocks co-pilot controls, shows Take Control action. enableCopilot must be set true to function. Syntax: unit action ["UnlockVehicleControl", vehicle] Where unit is any unit, and vehicle is any vehicle with co-pilot controls. Example: player action ["UnlockVehicleControl", vehicle player];
Tell
Description: Syntax: Example: