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Arma 2: Operation Arrowhead Take On Helicopters
Arma 3
Description
Syntax
- Syntax:
- target enableGunLights state
- Parameters:
- target: Group or Object - The group forced to use gun lights. If unit is supplied as argument, unit's group is used
- state: Boolean - True to enable, false to disable
- Return Value:
- Nothing
Examples
- Example 1:
_group enableGunLights false;
Additional Information
- See also:
- isFlashlightOn
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.
- Groups:
- Interaction
Syntax
- Syntax:
- object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]
- Parameters:
- object - Unit, vehicle or static object. No agents and simple objects!
- 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 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:
params ["_target", "_caller", "_actionId", "_arguments"];
- 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
- unconscious: Boolean - (Optional, default false) If true will be shown to incapacitated player. See also setUnconscious and lifeStateTemplate:Since
- selection: String - (Optional, default "") object's geometry LOD's named selection Template:Since
- memoryPoint: String - (Optional, default "") object's memory point. If selection is supplied, memoryPoint is not used Template:Since
- 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 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:
_actionID = player addAction ["Exec the file", "scriptFile.sqf"]
scriptFile.sqf:hint str _this;
- 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:
this addAction [ "title", { params ["_target", "_caller", "_actionId", "_arguments"]; }, nil, 1.5, true, true, "", "true", // _target, _this, _originalTarget 50, false, "", "" ];
- Example 5:
- Default parameters with comments:
this addAction [ "title", // title { params ["_target", "_caller", "_actionId", "_arguments"]; // script }, nil, // arguments 1.5, // priority true, // showWindow true, // hideOnUse "", // shortcut "true", // condition 50, // radius false, // unconscious "", // selection "" // memoryPoint ];
Additional Information
- See also:
- See also needed
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)
- Dedmen
-
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 _action = player addAction ["Heal", {}]; player setUserActionText [_action , "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];
- Posted on May 12, 2020 - 10:42 (UTC)
- PierreMGI
- 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.
Categories:
- Scripting Commands
- Introduced with Arma 2: Operation Arrowhead version 1.51
- Arma 2: Operation Arrowhead: New Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Command Group: Lights
- Command Group: Weapons
- Scripting Commands: Global Effect
- Introduced with Arma 3 version 0.50
- Arma 3: New Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Interaction
- Scripting Commands: Local Effect