action/Arma 3 Actions List
Introduction
See ArmA Actions - Introduction. Template:note
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. Name of the action, found in the CfgActions class. 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];
Swap player bag with parachute:player action ["DropBag", _plane, backpack player]; player action ["AddBag", _plane, "B_Parachute"];
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];
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 ["autoHoverCancel", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is any vehicle that is capable of hovering. Example: chopperOne action ["autoHoverCancel", 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];
CollisionLightOff
Description: Turns off the collision lights of an air vehicle. Syntax: unit action ["CollisionLightOff", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is a vehicle with lights. Example: player action ["CollisionLightOff", vehicle player];
CollisionLightOn
Description: Turns on the collision lights of an air vehicle. Syntax: unit action ["CollisionLightOn", targetVehicle] Where unit is any unit (no action animation is performed) and targetVehicle is a vehicle with lights. Example: player action ["CollisionLightOn", vehicle player];
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:
Disassemble
Description: Takes assembled weapon to parts (carry bags). Assembled weapon object reference may need to be kept for assembly. See also: enableWeaponDisassembly Syntax: unit action ["Disassemble", weapon] Where unit is any unit and weapon is assembled weapon Example: soldierOne action ["Disassemble", mortarOne];
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 = "Weapon_Empty" createVehicle position player; player action ["DropBag", _gwh, typeOf unitBackpack player]; // The reason "Weapon_Empty" type of weaponholder is used in this case is because // unlike other weaponholders it is not autodeleted when empty and will not disappear before the action is complete. // You should take care of deleting it after yourself. Alternatively use "PutBag" action.
(unitBackpack player) setVariable ["backpackOwner", name player, true]; player action ["DropBag", car, typeOf unitBackpack player]; hint ((firstBackpack car) getVariable "backpackOwner");
Swap player bag with parachute:
player action ["DropBag", _plane, backpack player]; player action ["AddBag", _plane, "B_Parachute"];
Transfer player's backpack to bob
player action ["DropBag", bob];
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: Causes a person to drop a weapon and all associated magazines either into specified vehicle or weaponholder. Weapons can be dropped at any distance. Syntax: unit action ["dropWeapon", targetHolder, "weaponName"] Where unit is the person to drop a weapon (the action animation will be performed), targetHolder is either a vehicle or weaponholder. "weaponName" is the classname (string) of the CfgWeapons class. Examples: _wh = "GroundWeaponHolder_Scripted" createVehicle position player; player action ["DropWeapon", _wh, currentWeapon player];
soldierOne action ["DropWeapon", unitBackpack soldierTwo, currentWeapon soldierOne];
player action ["DropWeapon", tank, "arifle_MX_ACO_pointer_F"];
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. This action works only with cargo positions that have no person turret, i.e. if player cannot shoot his rifle from them. If position is cargo but also person turret, it will be ignored. Use fullCrew [_veh, "cargo", true] to determine which positions are compatible cargo. Alternatively, use moveInCargo command instead, which has no such limitation. 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];
HealSoldier
Description: Performs one soldier healing of another soldier. Needs to have MedKit or FAK (first aid kit) in the inventory, which gets used. Syntax: unit action ["HealSoldier", targetUnit] Where unit is the unit to perform treatment, and targetUnit is the unit to recieve treatment. Example: player action ["HealSoldier", soldier1];
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 (0 - bottom, 1 - top). All numbers in between get rounded towards 1 or 0. 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 ["ladderOff", 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", vehicle player];
LoadMagazine
Description: Plays a reload weapon animation. Syntax: unit action ["loadMagazine", target, magazineCreator, number1, number2, weaponName, muzzleName] Expects a 7 element array: target: Object - unit to perform the reload action. magazineCreator: Object - unknown. Can be objNull. number1: Number - cr - see magazinesDetail. For characters it's mainly 0 number2: Number - id - magazine ID - can be obtained via magazinesDetail weaponName: String - weapon to reload. Must not be selected, but may cause weapon not to reload to the full amount. muzzleName: String - weapon's muzzle to reload. Example: player action ["loadmagazine", player, player, 0, 1 ,"vbs2_us_m16a2_iron_gla", "vbs2_us_m16a2_iron_gla"];
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];
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. (See also isManualFire) 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. (See also isManualFire) 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. Same as Arma_3_Actions#MarkWeapon action. 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. This works only with cargo positions that have no person turret, i.e. if player cannot shoot his rifle from them. If position is cargo but also person turret, it will be ignored. Use fullCrew [_veh, "cargo", true] to determine which positions are compatible cargo. 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 sourceUnit to bend over and put target backpack on the ground. If the targetUnit param is omitted or it is the same as sourceUnit, the sourceUnit will drop own backpack. If targetUnit is another unit, sourceUnit will bend over but targetUnit will drop its backpack at its feet. Syntax: sourceUnit action ["PutBag", targetUnit] targetUnit is optional Note: To pick the backpack from the ground use "AddBag" action. Examples: player action ["PutBag"];
unit1 action ["PutBag", unit2];
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 ["repair", 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:
SearchlightOff
Description: Turns off the searchlight in the WY-55 Hellcat. Only works on a unit sitting in the copilot seat, and only works with the Hellcat, no other vehicles have searchlights. Syntax: unit action ["SearchlightOff", vehicle] Example: hellcatCopilot action ["SearchlightOff", vehicle hellcatCopilot]
SearchlightOn
Description: Turns on the searchlight in the WY-55 Hellcat. Only works on a unit sitting in the copilot seat, and only works with the Hellcat, no other vehicles have searchlights. Syntax: unit action ["SearchlightOn", vehicle] Example: hellcatCopilot action ["SearchlightOn", vehicle hellcatCopilot]
SetTimer
Description: Soldier 'unitOne' plays the action animation. UnitTwo activates and adds 40 seconds to the timer for a satchel charge. Neither unit needs to be near the satchel. See createMine for how to place charge by script. 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];
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];
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", player, player, 3]; // switching personal weapon player action ["SwitchWeapon", vehicle player, player, 3]; // switching vehicle weapon
player action ["SwitchWeapon", player, player, weaponIndex];
Result => weaponIndex: weaponState for "B_soldier_LAT_F"
0: ["arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F","Single","30Rnd_65x39_caseless_mag",30] 1: ["arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F","FullAuto","30Rnd_65x39_caseless_mag",30] 2: ["arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F","fullauto_medium","30Rnd_65x39_caseless_mag",30] 3: ["arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F","single_medium_optics1","30Rnd_65x39_caseless_mag",30] 4: ["arifle_MX_ACO_pointer_F","arifle_MX_ACO_pointer_F","single_far_optics2","30Rnd_65x39_caseless_mag",30] 5: ["launch_NLAW_F","launch_NLAW_F","launch_NLAW_F","NLAW_F",1] 6: ["hgun_P07_F","hgun_P07_F","hgun_P07_F","16Rnd_9x21_Mag",16] 7: ["Throw","HandGrenade_Stone","HandGrenade_Stone","",0] 8: ["Throw","HandGrenadeMuzzle","HandGrenadeMuzzle","",0] 9: ["Throw","MiniGrenadeMuzzle","MiniGrenadeMuzzle","",0] 10: ["Throw","MiniGrenadeMuzzle","MiniGrenadeMuzzle","",0] 11: ["Throw","SmokeShellYellowMuzzle","SmokeShellYellowMuzzle","",0] 12: ["Throw","SmokeShellYellowMuzzle","SmokeShellYellowMuzzle","",0] 13: ["Throw","SmokeShellRedMuzzle","SmokeShellRedMuzzle","",0] 14: ["Throw","SmokeShellPurpleMuzzle","SmokeShellPurpleMuzzle","",0] 15: ["Throw","SmokeShellOrangeMuzzle","SmokeShellOrangeMuzzle","",0] 16: ["Throw","SmokeShellBlueMuzzle","SmokeShellBlueMuzzle","",0] 17: ["Throw","SmokeShellBlueMuzzle","SmokeShellBlueMuzzle","",0] 18: ["Throw","ChemlightRedMuzzle","ChemlightRedMuzzle","",0] 19: ["Throw","ChemlightYellowMuzzle","ChemlightYellowMuzzle","",0] 20: ["Throw","ChemlightBlueMuzzle","ChemlightBlueMuzzle","",0] 21: ["Throw","IRGrenade","IRGrenade","",0] 22: ["Put","DemoChargeMuzzle","DemoChargeMuzzle","",0] 23: ["Put","PipeBombMuzzle","PipeBombMuzzle","",0] 24: ["Put","MineMuzzle","MineMuzzle","",0] 25: ["Put","ClassicMineRangeMuzzle","ClassicMineRangeMuzzle","",0] 27: ["Put","BoundingMineRangeMuzzle","BoundingMineRangeMuzzle","",0] 28: ["Put","DirectionalMineRangeMuzzle","DirectionalMineRangeMuzzle","",0] 29: ["Put","ClassicMineWireMuzzle","ClassicMineWireMuzzle","",0]
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. See createMine for how to place explosives with script. 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. Only to be used on positions that have the turnIn/turnOut capability (otherwise it breaks the cargo anim.). 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];
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];
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];
VectoringDown
Description: If VTOL auto-vectoring is off, incremental forward tilt of engine nacelles. Syntax: unit action ["VectoringDown", vehicle] Example:
VectoringUp
Description: If VTOL auto-vectoring is off, incremental upward tilt of engine nacelles. Syntax: unit action ["VectoringUp", vehicle] Example:
VTOLVectoring
Description: Toggles off VTOL auto-vectoring (manual mode) Syntax: unit action ["VTOLVectoring", vehicle] Example:
VTOLVectoringCancel
Description: Toggles on VTOL auto-vectoring (forward mode) Syntax: unit action ["VTOLVectoringCancel", vehicle] Example:
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 alias of DropWeapon Syntax: Example: _wh = "GroundWeaponHolder_Scripted" createVehicle position player; player action ["PutWeapon", _wh, currentWeapon player];
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: Something to do with campaign. Campaign param "WeaponPool" has to be enabled as well as mission param "MarkWeapons". Possibly related to "MarkEntity" action as well. 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"])];
FirstAid
Description: Syntax: Example:
GetOver
Description: Syntax: Example:
GunLightOff
GunLightOn
IRLaserOff
IRLaserOn
OpenBag
Description: Opens inventory UI with backpack of a unit (another unit). Unit must be in proximity. Syntax: unit1 action ["OpenBag", unit2]; Example: player action ["OpenBag", bob];
TakeBag
Description: Unit takes specified backpack from the ground. Syntax: _unit action ["TakeBag", _bag]; Example: player addEventHandler ["WeaponDisassembled", { _this spawn { _unit = _this select 0; _bag1 = _this select 1; _bag2 = _this select 2;
_currBag = unitBackpack _unit;
titleText ["You are not allowed to disassemble static weapons.", "PLAIN DOWN", 0.5];
_unit action ["TakeBag", _bag1];
_time = time; waitUntil {unitBackpack _unit == _bag1 || time - _time > 3};
_unit action ["Assemble", _bag2];
if (!isNull _currBag) then { _unit action ["TakeBag", _currBag] }; }; }];
Tell
Description: Syntax: Example:
APUOn
Description: Syntax: Example:
APUOff
Description: Syntax: Example:
BatteriesOn
Description: Syntax: Example:
BatteriesOff
Description: Syntax: Example:
StarterOn<#>
Description: StarterOn(1-3) Syntax: Example:
StarterOff<#>
Description: StarterOff(1-3) Syntax: Example:
ThrottleFull<#>
Description: ThrottleFull(1-3) Syntax: Example:
ThrottleIdle<#>
Description: ThrottleIdle(1-3) Syntax: Example:
ThrottleOff<#>
Description: ThrottleOff(1-3) Syntax: Example:
WheelsBrakeOn
Description: Engages wheels brakes on RTM helicopter Syntax: unit action ["WheelsBrakeOn", vehicle] Example: player action ["WheelsBrakeOn", heli];
WheelsBrakeOff
Description: Disengages wheels brakes on RTM helicopter Syntax: unit action ["WheelsBrakeOff", vehicle] Example: player action ["WheelsBrakeOff", heli];
AIAssemble
Description: Syntax: Example:
UAVTerminalHackConnection
Description: Syntax: Example:
ActiveSensorsOn
Description: Syntax: Example:
ActiveSensorsOff
Description: Syntax: Example:
ListLeftVehicleDisplay
Description: Syntax: Example:
ListRightVehicleDisplay
Description: Syntax: Example:
ListPrevLeftVehicleDisplay
Description: Syntax: Example:
ListPrevRightVehicleDisplay
Description: Syntax: Example:
CloseLeftVehicleDisplay
Description: Syntax: Example:
CloseRightVehicleDisplay
Description: Syntax: Example:
NextModeLeftVehicleDisplay
Description: Syntax: Example:
NextModeRightVehicleDisplay
Description: Syntax: Example:
UnloadUnconsciousUnits
Description: Syntax: Example:
HookCargo
Description: Syntax: Example:
UnhookCargo
Description: Syntax: Example:
LoadVehicle
Description: Syntax: Example:
UnloadVehicle
Description: Syntax: Example:
UnloadAllVehicles
Description: Syntax: Example: