BIS_fnc_holdActionAdd

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Description

Description:
Adds an action to an object which requires the user to hold a key to perform the action.
Available official icons as of Arma 3 v2.02 :
All known icons


  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_end_sim_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_exit_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_start_sim_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_view_article_CA.paa"
  • "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_loadVehicle_ca.paa"
  • "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_unloadVehicle_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_box_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_start_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_stop_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_talk_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_forceRespawn_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_passleadership_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff1_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff2_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsdown_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsup_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unloaddevice_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\attack_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\destroy_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_market_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep2_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\map_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\meet_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\refuel_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\repair_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_aaf_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_csat_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_escape_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fia_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_back_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_idap_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_nato_ca.paa"
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Execution:
call
Groups:
Interaction

Syntax

Syntax:
[target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call BIS_fnc_holdActionAdd
Parameters:
target: Object - Object the action is attached to
title: String - Title of the action shown in the action menu.It can contain Structured Text tags, such as <t color='#FFAA00'>text</t>
idleIcon: String - Path of the idle icon shown on screen
progressIcon: String - Path of the progress icon shown on screen
conditionShow: String - Condition for the action to be shown.
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit)
conditionProgress: String - Condition for the action to progress; if false is returned action progress is paused.
Special arguments passed to the code: _target, _caller, _id, _arguments
codeStart: Code - Code executed when action starts. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"];
  • target: Object - the object which the action is assigned to
  • caller: Object - the unit that activated the action
  • actionId: Number - ID of the activated action (same as ID returned by addAction)
  • arguments: Array - arguments given to the function
codeProgress: Code - Code executed on every progress tick. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments", "_progress", "_maxProgress"];
  • target: Object - the object which the action is assigned to
  • caller: Object - the unit that activated the action
  • actionId: Number - ID of the activated action (same as ID returned by addAction)
  • arguments: Array - arguments given to the function
  • progress: Number - currentProgress; progress goes from 1 to 24
  • maxProgress: Number - max progress (24)
codeCompleted: Code - code executed on completion. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
codeInterrupted: Code - code executed on interrupted. Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted
arguments: Array - arguments passed to codeStart, codeProgress, codeCompleted and codeInterrupted in format:
params ["_a0","_a1","_a2","_a3","_a4","_a5","_a6","_a7","_a8","_a9","_target","_title","_iconIdle","_iconProgress","_condShow","_condProgress","_codeStart","_codeProgress","_codeCompleted","_codeInterrupted","_duration","_removeCompleted"];
where _a0 - _a9 can be custom arguments
duration: Number - action duration, a.k.a how much time it takes to complete the action
priority: Number - priority value; actions are arranged in descending order according to this value
removeCompleted: Boolean - (Optional, default true) remove on completion
showUnconscious: Boolean - (Optional, default false) show in unconscious state
showWindow: Boolean - (Optional, default true) show on screen; if false action needs to be selected from action menu to appear on screen
Return Value:
Number - Action ID

Examples

Example 1:
[player, "Kill", "", "", "true", "true", { hint "Started!" }, { systemChat str (_this select 3) }, { player setDamage 1 }, { hint "Afraid of death?" }, [], 10, nil, true, false] call BIS_fnc_holdActionAdd;
Example 2:
[ _myLaptop, // Object the action is attached to "Hack Laptop", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_this distance _target < 3", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick { _this call MY_fnc_hackingCompleted }, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 12, // Action duration [s] 0, // Priority true, // Remove on completion false // Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP compatible implementation

Additional Information

See also:
BIS_fnc_holdActionRemoveBIS_fnc_holdKey

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Posted on August 4, 2019 - 10:46 (UTC)
R3vo
Keep in mind that Example 2 adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player.
Posted on April 1, 2021 - 23:44 (UTC)
R3vo
A repository with icons:
«
« I've converted all of the icons from the Tasking Overhaul to follow the Hold Action format, as well as a few others I've made myself. They're available on GitHub. » – Kalthramis