addAction
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Description
- Description:
- Adds an entry to the action menu of an object (scroll wheel menu). The action can only be activated when in proximity to the object (eg: building). Adding an action to the player obviously makes that action available to the player at all times. This command has local effect. Created action is only available on the computer where command was executed. To make action available to all players, command must be executed on all connected clients.
- Problems:
- Due to a bug in OFP actions added via addAction don't get updated properly after mounting vehicles. When you have several actions available while mounting a vehicle and drive away from the actions' position, they'll still be shown in the menu until you dismount and remount the vehicle. There are work-arounds mentioned on the OFPEC Forums
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip]
- Parameters:
- unit
- Object - unit, vehicle or static object
- title
- String - The action name which is displayed in the action menu, may contain XML like syntax. Because of that < and > symbols will be interpreted as opening and closing XML tags. To avoid this use < for < and > for >
- script
- String or Code - Either path to the script file, relative to the mission folder or string with code or (since Take On Helicopters) the actual script code. If the string is a path to script file, the script file *must* have extension .SQS or .SQF (in Arma), or .SQS (in OFP). The script, whether it is a file or a code, will run in scheduled environment, i.e. it is ok to use sleep.
- Parameters array passed to the script upon activation in _this variable is: [target, caller, ID, arguments]
- target (_this select 0): Object - the object which the action is assigned to
- caller (_this select 1): Object - the unit that activated the action
- ID (_this select 2): Number - ID of the activated action (same as ID returned by addAction)
- arguments (_this select 3): Anything - arguments given to the script if you are using the extended syntax
- arguments
- (optional): Anything - Arguments to pass to the script (will be _this select 3 inside the script). If Array is used as an argument for example, its 1st element reference would be _this select 3 select 0. Default value: nil
- priority
- (optional): Number - Priority value of the action. Actions will be arranged in descending order according to this value. Every game action has a preset priority value. Value can be negative or decimal fraction. Actions with same values will be arranged in order which they were made, newest at the bottom. The bigger the number the higher the action will be positioned on the menu. Typical range is 0 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on'). Default value: 1.5
- showWindow
- (optional): Boolean - If set to true, players see "Titletext" at mid-lower screen, as they approach the object. Only the title text for the action with highest priority and 'showWindow true' will be shown. Setting it to false disables the feature. Default value: true
- hideOnUse
- (optional): Boolean - If set to true, it will hide the action menu after selecting that action. If set to false, it will leave the action menu open and visible after selecting that action, leaving the same action highlighted, for the purpose of allowing you to reselect that same action quickly, or to select another action. Default value: true
- shortcut
- (optional): String - One of the key names defined in bin.pbo (e.g. "moveForward"). Adding available shortcut will bind corresponding keyboard key to this action. Shortcut availability can be tested with inputAction command. Default value: ""
- condition
- (optional): String - script code that must return true for the action to be shown. Special variables passed to the script code are _target (unit to which action is attached to) and _this (caller/executing unit). Default value: "true"
- positionInModel
- (optional, TKOH only): String - Name of the named selection in the model for positioning the action in 3D space, typically a memory point. Default: ""
- radius
- (optional, TKOH only): Number - Distance in meters the unit activating the action must be within to activate it. -1 disables this radius
- radiusView
- (optional, TKOH only): Number - Maximum distance in meters the cursor can be away from the 3D action to activate it. -1 disables this radius
- showIn3D
- (optional, TKOH only): Number - Condition for showing the action in 3D space (combine by adding up)
- 1 - show
- 2 - draw if unit is pilot
- 4 - draw if unit is inside vehicle
- 8 - draw if unit is outside vehicle
- 16 - draw if not in external camera
- 32 - draw if not in internal camera
- 64 - draw if not in gunner camera (turret optics)
- available
- (optional, TKOH only): Number - Condition for being able to activate the action (combine by adding up)
- 0 - disabled
- 1 - unit is pilot or copilot
- 2 - unit is inside target
- 4 - unit is not inside target
- textDefault
- (optional, TKOH only): String - Structured Text which is shown as the 3D action (so it can be an icon), or in the center of the screen when the action is highlighted in the action menu for a 2D action
- textToolTip
- (optional, TKOH only): String - Structured Text which is faded in under the textDefault when hovering over the action in 3D space
- Return Value:
- Number 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:
- Short and sweet:
player addAction ["A Useless Action", ""]; player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", ""]; player addAction ["Hint Hello!", { hint format ["Hello %1!", _this select 3] }, name player]; player addAction ["string exec", "hint 'this is also compiled'"];
- Example 2:
- Actionception:
actions = []; actions set [0, player addAction ["Actionception", { if (count actions == 1) then { actions set [1, player addAction [" Actionception ", { if (count actions == 2) then { actions set [2, player addAction [" Actionception ", { if (count actions == 3) then { actions set [3, player addAction [" Actionception ", { { player removeAction _x; } forEach actions; }, [], 10, false, true]]; }; }, [], 10, false, false]]; }; }, [], 10, false, false]]; }; }, [], 10, false, false]];
- Example 3:
- SQS example:
_genAct = generator addAction ["Switch on generator", "activate_generator.sqs"]
activate_generator.sqs:_gen = _this select 0 _caller = _this select 1 _id = _this select 2 ; remove the action once it is activated _gen removeAction _id
This example shows an action called "Switch on generator" added to an object with the name 'generator'. As soon as the player gets close to this object, he can execute the given action via the action menu. Then the script 'activate_generator.sqs' is executed, which in our example only removes the action from the generator. - Example 4:
- TKOH example:
_heli addAction [ "Test", "myTest.sqf", "", 1, true, true, "", "true", "display1", 2, 0.25, 9, 0, "<img image='\HSim\UI_H\data\ui_action_autohover_ca.paa' size='1.8' shadow=0 />", "<br />My test tooltip" ]
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on August 2, 2006 - 10:10
- hardrock
-
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 local 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;
- Posted on 17:35, 24 August 2013 (CEST)
- Killzone_Kid
- In Arma 3 addAction does not work on animals. This is intended behavior.
Bottom Section
- Posted on June 19, 2014 - 15:01 (UTC)
- Krzmbrzl00
- If executing actual script code like this:
_unit addAction [ "yourAction", { hint "A line of code" } ];
- you can have a user action that uses and/or affects variables used elsewhere in the script that adds the action.
The variable(s) must be global otherwise it won't work! i.e.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.1
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Activators
- Command Group: Interaction
- Command Group: Unit Control