addAction
Description
- Description:
- Add an entry to the action menu on the position of an object. The action entry is usable for anyone, but can only be activated on the position of the object that it's assigned to. Parameters of the called script: An array of parameters is passed to the called script: [unit, caller, ID]
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit addAction [title, filename]
- Parameters:
- unit: Object - unit or object to assign the action to
- title: String - the title which is displayed in the action menu
- filename: String - path to the script that is called when the action is activated. Relative to the mission folder
- Return Value:
- Integer positive The ID of the action is returned, IDs are incrementing. The first given action to each unit has got the ID 0, the second the ID 1 etc. ID's are also passed to the called script and used to remove an action with removeAction.
Examples
- Example 1:
genAct = generator addAction ["Switch generator on", "activate_generator.sqs"]
activate_generator.sqs :
_gen = _this select 0 _id = _this select 2 ; remove the action once it is activated _gen removeAction _id
Additional Information
- See also:
- removeAction
Notes
-
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Notes
Bottom Section
Old Notes (temporary):
Params passed by an action to the executed script: [(object action was attached to), (unit that activated action), (index of action)] So an example of an action-based script goes like this: _obj = _this select 0 _man = _this select 1 _index = _this select 2 If you want to remove the action from the object immediately after it's triggered, use this line along with the above: _obj removeAction _index An easy way to keep track of and remove actions is to store the IDs of the actions in variables. This can be accomplished by doing the following: myaction = player addAction ["Hello", "hello.sqs"] This stores the action's ID in the global variable "myaction" and assists in keeping track of the action ID. To remove the above action, you would use the following line: player removeAction myaction