addAction
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Operation Flashpoint to Take On Helicopters
Arma 3
Description
- Description:
- Adds an entry to the action menu of an object. The action can only be activated when in proximity to the object and looking at it. Adding an action to the player makes that action available to the player at all times. For event handling of user interaction see inGameUISetEventHandler.
- Multiplayer:
- The command will be ignored on dedicated servers, probably because no UI exists.
- Problems:
- Groups:
- Interaction
Syntax
- Syntax:
- object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip]
- Parameters:
- object: Object - unit, vehicle or static object. No agents!
- title: String - the action name which is displayed in the action menu, may contain Structured Text. Because of that < and > symbols will be interpreted as opening and closing XML tags. To avoid this use < for < and > for >. The title text appearance can be changed with setUserActionText
- script: String or 1.00 Code - path to the script file relative to the mission folder, or code to execute. It 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:
- since 1.00
- arguments: Anything - (Optional, default nil) arguments to pass to the script. Accessible with _this select 3 inside the script. If Array is used as an argument for example, its first element reference would be _this select 3 select 0
- since 1.00
- priority: Number - (Optional, default 1.5) 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 to 6
- since 1.00
- showWindow: Boolean - (Optional, default true) 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 set to true will be shown
- since 1.00
- hideOnUse: Boolean - (Optional, default true) if set to true, it will hide the action menu after selecting it. If set to false, it will leave the action menu open and visible after selecting the action, leaving the same action highlighted, for the purpose of allowing you to re-select that same action quickly, or to select another action
- since 1.00
- shortcut: String - (Optional, default "") 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
- since 1.00
- condition: String - (Optional, default "true") expression that must return true for the action to be shown. Special variables passed to the script code are:
- _target: Object - The object to which action is attached or, if the object is a unit inside of vehicle, the vehicle
- _this: Object - Caller person to whom the action is shown (or not shown if condition returns false)
- _originalTarget: Object - The original object to which the action is attached, regardless if the object/unit is in a vehicle or not
- since 1.00
- positionInModel: String - (Optional, default "") name of the named selection in the model for positioning the action in 3D space; typically a memory point
- since 1.00
- radius: Number - (Optional, default 50) maximum 3D distance in meters between the activating unit's eyePos and the object's memoryPoint, selection or position. -1 disables the radius
- since 1.00
- radiusView: Number - (Optional, default unknown) maximum distance in meters the cursor can be away from the 3D action to activate it. -1 disables this radius
- since 1.00
- showIn3D: Number - (Optional, default unknown) condition for showing the action in 3D space. Can be combined e.g. 2 + 32
- 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)
- since 1.00
- available: Number - (Optional, default unknown) condition for being able to activate the action. Can be combined e.g. 1 + 4
- 0 - disabled
- 1 - unit is pilot or copilot
- 2 - unit is inside target
- 4 - unit is not inside target
- since 1.00
- textDefault: String - (Optional, default "") 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
- since 1.00
- textToolTip: String - (Optional, default "") structured Text which is faded in under the textDefault when hovering over the action in 3D space
- Return Value:
- Number - the added action's ID. Action can be removed with removeAction (see also removeAllActions). IDs are incrementing, the first given action to each unit has the ID 0, the second the ID 1, etc. IDs are also passed to the called script (see the script parameter)
Examples
- Example 1:
- // short and sweet player addAction ["a useless action that does nothing", {}]; player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", { hint "RED" }]; player addAction ["Hint Hello!", { hint format ["Hello %1!", name player] }]; player addAction ["String Exec", "hint 'this is also compiled'"];
- Example 2:
- scriptFile.sqf:
- Example 3:
- Take On Helicopters:
Additional Information
- See also:
- actionIDs actionParams setUserActionText inGameUISetEventHandler showHUD inputAction removeAction removeAllActions action
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
Description
- Description:
- Adds an entry to the action menu of an object. The action can only be activated when in proximity to the object and looking at it. Adding an action to the player makes that action available to the player at all times. For event handling of user interaction see inGameUISetEventHandler.
- Multiplayer:
- The command will be ignored on dedicated servers, probably because no UI exists.
- Groups:
- Interaction
Syntax
- Syntax:
- object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]
- Parameters:
- object: Object - unit, vehicle or static object. No agents and simple objects!
- title: String - the action name displayed in the action menu, may contain Structured Text. Because of that < and > symbols will be interpreted as opening and closing XML tags. To avoid this use < for < and > for >. The title text appearance can be changed with setUserActionText
- script: String or Code - either path to the script file, relative to the mission folder or string with code or the actual script code. If the string is a path to script file, the script file must have extension .SQS or .SQF. 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:
- arguments: Anything - (Optional, default nil) arguments to pass to the script. Accessible with _this select 3 inside the script. If Array is used as an argument for example, its first element reference would be _this select 3 select 0
- priority: Number - (Optional, default 1.5) 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 to 6
- showWindow: Boolean - (Optional, default true) 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 set to true will be shown
- hideOnUse: Boolean - (Optional, default true) if set to true, it will hide the action menu after selecting it. If set to false, it will leave the action menu open and visible after selecting the action, leaving the same action highlighted, for the purpose of allowing you to re-select that same action quickly, or to select another action
- shortcut: String - (Optional, default "") 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
- condition: String - (Optional, default "true") expression that must return true for the action to be shown. Special variables passed to the script code are:
- _target: Object - The object to which action is attached or, if the object is a unit inside of vehicle, the vehicle
- _this: Object - Caller person to whom the action is shown (or not shown if condition returns false)
- _originalTarget: Object - The original object to which the action is attached, regardless if the object/unit is in a vehicle or not
- _actionId: Number - checked action's ID (same as addAction's return value)
- since 1.64
- radius: Number - (Optional, default 50) maximum 3D distance in meters between the activating unit's eyePos and object's memoryPoint, selection or position. -1 disables the radius; hardcoded limit is 50
- since 1.64
- unconscious: Boolean - (Optional, default false) if true will be shown to incapacitated player. See also setUnconscious and lifeState
- since 1.70
- selection: String - (Optional, default "") object's geometry LOD's named selection
- since 1.82
- memoryPoint: String - (Optional, default "") object's memory point. If selection is supplied, memoryPoint is not used
- Return Value:
- Number - the added action's ID. Action can be removed with removeAction (see also removeAllActions). IDs are incrementing, the first given action to each unit has the ID 0, the second the ID 1, etc. IDs are also passed to the called script (see the script parameter)
Examples
- Example 1:
- // short and sweet player addAction ["a useless action that does nothing", {}]; player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", { hint "RED" }]; player addAction ["Hint Hello!", { hint format ["Hello %1!", name player] }]; player addAction ["String Exec", "hint 'this is also compiled'"];
- Example 2:
- scriptFile.sqf:
- Example 3:
- // create object on the server and add action to the object on every client if (isServer) then { private _object = "some_obj_class" createVehicle [1234, 1234, 0]; [_object, ["Greetings!", { hint "Hello!"; }]] remoteExec ["addAction"]; // Note: does not return action id };
- Example 4:
- Default parameters:
- Example 5:
- Default parameters with comments:
Additional Information
- See also:
- actionIDs actionParams setUserActionText inGameUISetEventHandler showHUD inputAction removeActionremoveAllActionsactionBIS_fnc_holdActionAdd
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 May 02, 2018 - 13:44 (UTC)
-
If you want to replicate vanilla Actions like "Treat yourself" where the scroll menu only shows text and it displays the icon mid-screen you can use
private _actionId = player addAction ["Heal", {}]; player setUserActionText [_actionId, "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];
- Posted on May 12, 2020 - 10:42 (UTC)
- addAction on unit or player stays on corpse after kill. So this action is lost for the new body after respawn. If you want a persistent addAction, you need to add it in the respawn script (onPlayerRespawn.sqf or addMissionEventHandler "entityRespawned" or addMPEventHandler "MPrespawn"... You can use removeAllActions on corpse.
- Posted on Aug 28, 2022 - 21:52 (UTC)
-
If the server blocks execVM in CfgRemoteExec, you can't use path to script:
You can, however, do this:_obj addAction ["Test", "path\script.sqf"]; // "path\script.sqf" won't executeBut it's recommended to use functions if the script is called frequently.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.10
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Command Group: Interaction
- Scripting Commands: Local Effect
- Introduced with Arma 3 version 0.50
- Arma 3: New Scripting Commands
- Arma 3: Scripting Commands