Actions – ArmA: Armed Assault

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(fix lightson description)
m (added stuff and changed the action names by removing spaces from them...ArmA doesn't have spaces in the action names)
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== AUTOHOVER ==
== AUTOHOVER ==
'''helicopter1 action ["AUTOHOVER"]'''
'''helicoptername action ["AUTOHOVER", helicoptername]'''


Toggles hovering on and off. (Only works if player is pilot)
Toggles hovering on and off. (Only works if player is pilot)


<code>ChopperOne action ["AUTOHOVER"]</code>
<code>ChopperOne action ["AUTOHOVER", ChopperOne]</code>




== CANCELACTION ==
== CANCELACTION ==
'''["CancelAction", <target>]'''
'''["CANCELACTION", <target>]'''




== CANCEL LAND ==
== CANCELLAND ==
'''plane1 action ["CANCEL LAND"]'''
'''planename action ["CANCELLAND", planename]'''


Cancel autopilot landing for 'plane1'.
Cancel autopilot landing for 'planename'.


<code>PlaneOne action ["CANCEL LAND"]</code>
<code>PlaneOne action ["CANCELLAND", PlaneOne]</code>




== CANCELTAKEFLAG ==
== CANCELTAKEFLAG ==
'''["CancelTakeFlag", <target>]'''
'''["CANCELTAKEFLAG", <target>]'''




== DEACTIVATE ==
== DEACTIVATE ==
'''unit1 action ["DEACTIVATE",unit2,0,0,"PIPEBOMB"]'''
'''unitname action ["DEACTIVATE", unit2, 0, 0, "PIPEBOMB"]'''


Soldier 'unit1' will deactivate a satchel charge that has been placed by unit2.<br>
Soldier 'unitname' will deactivate a satchel charge that has been placed by unitname2.<br>
This happens from a distance (i.e. unit1 will not walk up to the charge to deactivate it, but do it 'remotely').<br>
This happens from a distance (i.e. unitname will not walk up to the charge to deactivate it, but do it 'remotely').<br>
If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.
If unitname2 is nearby the charge when it is being deactivated it will end up back in its inventory.


<code>SoldierOne action ["DEACTIVATE",player,0,0,"PIPEBOMB"]</code>
<code>SoldierOne action ["DEACTIVATE", player, 0, 0, "PIPEBOMB"]</code>




== DEACTIVATE MINE ==
== DEACTIVATEMINE ==
'''["DeactivateMine", <target>]'''
'''["DEACTIVATEMINE", <target>]'''




== DIARY ==
== DIARY ==
'''["Diary", <target>]'''
'''["DIARY", <target>]'''




== DROP WEAPON / MAGAZINE ==
== DROPWEAPON / DROPMAGAZINE ==
'''unit1 action ["DROP MAGAZINE",container,1,1,"MAGAZINENAME"]'''<br>
'''unitname action ["DROPMAGAZINE", (vehiclename or unitname) ,"MAGAZINENAME"]'''<br>
'''unit1 action ["DROP WEAPON",container,1,1,"WEAPONNAME"]'''
'''unitname action ["DROPWEAPON", (vehiclename or unitname) ,"WEAPONNAME"]''' ...drops weapon and ammo
Soldier 'unitname' will put a magazine or weapon ([[:Category: Weapons|see list]]) on the ground (Weaponholder) or into named vehicle (ammo box, car, etc.).


Soldier 'unit1' will put a magazine or weapon ([[:Category: Weapons|see list]]) into weaponsholder 'container' (ammo box, car, etc.).
<code>SoldierOne action ["DROPMAGAZINE", CarOne, "AK74"]</code>
 
<code>SoldierOne action ["DROP MAGAZINE",CarOne,1,1,"AK74"]</code>




== EJECT ==
== EJECT ==
'''unit1 action ["EJECT",vehicle1]'''
'''unitname action ["EJECT", vehiclename]'''


Soldier 'unit1' will jump out of 'vehicle1'. (Via parachute in case of planes & helicopters.)
Soldier 'unitname' will jump out of 'vehiclename'. (Via parachute in case of planes & helicopters.)


<code>SoldierOne action ["EJECT",ChopperOne]</code>
<code>SoldierOne action ["EJECT", ChopperOne]</code>




== ENGINE ON / OFF ==
== ENGINEON / ENGINEOFF ==
'''unit1 action ["ENGINE ON",vehicle1]'''<br>
'''unitname action ["ENGINEON", vehiclename]'''<br>
'''unit1 action ["ENGINE OFF",vehicle1]'''
'''unitname action ["ENGINEOFF", vehicle1name]'''


Soldier 'unit1' will turn engine of 'vehicle1' either on or off.<br>
Soldier 'unitname' will turn engine of 'vehiclename' either on or off.<br>
Engine will only stay on in vehicles like carshelicopters or planes. In cars the engine will be shut off again right away.
Engine will only stay on in vehicles like carshelicopters or planes. In cars the engine will be shut off again right away.


<code>SoldierOne action ["ENGINE ON",ChopperOne]</code>
<code>SoldierOne action ["ENGINEON", ChopperOne]</code>




== FIRE INFLAME / PUT DOWN ==
== FIREINFLAME / FIREPUTDOWN ==
'''unit1 action ["FIRE INFLAME",fire1]'''<br>
'''unitname action ["FIREINFLAME", firename]'''<br>
'''unit1 action ["FIRE PUT DOWN",fire1]'''
'''unitname action ["FIREPUTDOWN", firename]'''


Soldier 'unit1' will ignite ("fire inflame") or extinguish ("fire put down") fireplace/lamp 'fire1'.
Soldier 'unitname' will ignite ("FIREINFLAME") or extinguish ("FIREPUTDOWN") fireplace 'firename'.


<code>SoldierOne action ["FIRE INFLAME",LampOne]</code>
<code>SoldierOne action ["FIREINFLAME", Fire1]</code>




== FLAPS UP / DOWN ==
== FLAPSUP / FLAPSDOWN ==
'''["FlapsDown", <target>]'''<br />
'''["FLAPSUP", <target>]'''<br />
'''["FlapsUp", <target>]'''
'''["FLAPSDOWN", <target>]'''




== GETIN COMMANDER / DRIVER/ GUNNER / CARGO ==
== GETINCOMMANDER / GETINDRIVER/ GETINGUNNER / GETINCARGO / GETINPILOT ==
'''unit1 action ["GETIN COMMANDER",vehicle1]'''<br />
'''unitname action ["GETINCOMMANDER", vehiclename]'''<br />
'''unit1 action ["GETIN DRIVER",vehicle1]'''<br />
'''unitname action ["GETINDRIVER", vehiclename]'''<br />
'''unit1 action ["GETIN GUNNER",vehicle1]'''<br />
'''unitname action ["GETINGUNNER", vehiclename]'''<br />
'''unit1 action ["GETIN CARGO",vehicle1]'''
'''unitname action ["GETINCARGO", vehiclename]'''<br />
'''unitname action ["GETINPILOT", vehiclename]'''


Soldier 'unit1' will be teleported next to 'vehicle1', play the entring animation, and then be assigned as either commander, driver or gunner.
Soldier 'unitname' will be teleported next to 'vehiclename', play the entering animation, and then be assigned as either commander, driver or gunner.


<code>SoldierOne action ["GETIN COMMANDER",CarOne]</code>
<code>SoldierOne action ["GETINCOMMANDER", CarOne]</code>




== GETOUT ==
== GETOUT ==
'''unit1 action ["GETOUT",vehicle1]'''
'''unitname action ["GETOUT", vehiclename]'''


Soldier 'unit1' will jump out of 'vehicle1'. (No parachute in case of planes & helicopters.)
Soldier 'unitname' will jump out of 'vehiclename'. (No parachute in case of planes & helicopters.)


<code>SoldierOne action ["GETOUT",ChopperOne]</code>
<code>SoldierOne action ["GETOUT", ChopperOne]</code>




== HANDGUN ON / OFF ==
== HANDGUNON / HANDGUNOFF ==
'''unit1 action ["HANDGUN OFF"]'''<br>
'''unitname action ["HANDGUNOFF", unitname]'''<br>
'''unit1 action ["HANDGUN ON"]'''
'''unitname action ["HANDGUNON", unitname]'''


Soldier 'unit1' will switch to primary ("handgun off") or secondary ("handgun on") weapon.
Soldier 'unitname' will switch to primary ("handgun off") or secondary ("handgun on") weapon.


<code>SoldierOne action ["HANDGUN ON"]</code>
<code>SoldierOne action ["HANDGUNON", SoldierOne]</code>




== HEAL ==
== HEAL ==
'''unit1 action ["HEAL",unit2]'''
'''unitname action ["HEAL", unitname2]'''


Medic 'unit2' will teleport to 'unit1' and heal him.
Medic 'unitname2' will teleport to 'unitname' and heal him.


<code>SoldierOne action ["HEAL", MedicOne]</code>
<code>SoldierOne action ["HEAL", MedicOne]</code>
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== HIDEBODY ==
== HIDEBODY ==
'''unit1 action ["HIDEBODY",unit2]'''
'''unitname action ["HIDEBODY", bodyname2]'''


Soldier 'unit1' will hide (bury) 'unit2'.
Soldier 'unitname' will hide (bury) 'unitname2'.


<code>SoldierOne action ["HIDEBODY", SoldierTwo]</code>
<code>SoldierOne action ["HIDEBODY", SoldierTwo]</code>
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== INGAMEMENU ==
== INGAMEMENU ==
'''["IngameMenu", <target>]'''
'''["INGAMEMENU", <target>]'''




== LADDERDOWN / LADDERUP ==
== LADDERDOWN / LADDERUP ==
'''unit1 action ["ladderdown",building1]'''<br>
'''unitname action ["LADDERDOWN", building1]'''<br>
'''unit1 action ["ladderdown",object ID]'''<br>
'''unitname action ["LADDERDOWN", object ID]'''<br>
'''unit1 action ["ladderup",building1]'''<br>
'''unitname action ["LADDERUP", building1]'''<br>
'''unit1 action ["ladderup",object ID]'''
'''unitname action ["LADDERUP", object ID]'''


Soldier 'unit1' will either climb up or down the ladder of a building that's either defined via name or object ID.
Soldier 'unitname' will either climb up or down the ladder of a building that's either defined via name or object ID.


<code>SoldierOne action ["ladderup",object 123456]</code>
<code>SoldierOne action ["ladderup",object 123456]</code>
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== LADDEROFF ==
== LADDEROFF ==
'''["LadderOff", <target>, <ladder index>]'''
'''["LADDEROFF", <target>, <ladder index>]'''




== LADDERON UP / DOWN ==
== LADDERONUP / LADDERONDOWN ==
'''["LadderOnDown", <target>, <ladder index>, <ladder position>]'''<br />
'''["LADDERONUP", <target>, <ladder index>, <ladder position>]'''<br />
'''["LadderOnUp", <target>, <ladder index>, <ladder position>]'''
'''["LADDERONDOWN", <target>, <ladder index>, <ladder position>]'''




== LAND ==
== LAND ==
'''["Land", <target>]'''
'''["LAND", <target>]'''




== LAND GEAR ==
== LANDGEAR ==
'''plane1 action ["LAND GEAR"]'''
'''planename action ["LANDGEAR", planename]'''


Toggle landing gear on 'plane1'.<br>
Toggle landing gear on 'planename'.<br>
Only works if player is pilot.
Only works if player is pilot.


<code>PlaneOne action ["LAND GEAR"]</code>
<code>PlaneOne action ["LANDGEAR", PlaneOne]</code>




== LIGHTOFF/ON ==
== LIGHTOFF / LIGHTON ==
'''vehicle1 action ["lighton", vehicle1]'''<br>
'''vehiclename action ["LIGHTON", vehiclename]'''<br>
'''vehicle1 action ["lightoff",vehicle1]'''
'''vehiclename action ["LIGHTOFF", vehiclename]'''


Turns lights of 'vehicle1' either on or off.<br>
Turns lights of 'vehiclename' either on or off.<br>
The lights will not stay ''on'' unless the driver is in SAFE or CARELESS mode.<br>
The lights will not stay ''on'' unless the driver is in SAFE or CARELESS mode.<br>
The lights will not stay ''off'' if the driver is in SAFE or CARELESS mode.
The lights will not stay ''off'' if the driver is in SAFE or CARELESS mode.


<code>
driver CarOne [[setBehaviour]] "safe";<br>
driver CarOne [[setBehaviour]] "safe";
<code>CarOne action ["LIGHTON", CarOne];
CarOne action ["lighton",CarOne];
</code>
</code>




== LOADMAGAZINE ==
== LOADMAGAZINE ==
'''["LoadMagazine", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle name>]'''
'''["LOADMAGAZINE", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle name>]'''




== MANUALFIRE ==
== MANUALFIRE ==
'''tank1 action ["MANUALFIRE"]'''
'''tankname action ["MANUALFIRE"]'''


Toggles manual fire mode if player is driver of vehicle.
Toggles manual fire mode if player is driver of vehicle.
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== MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER ==
== MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT ==
'''unit1 action ["MOVETOCARGO",vehicle1]'''<br>
'''unitname action ["MOVETOCARGO", vehiclename]'''<br>
'''unit1 action ["MOVETOCOMMANDER",vehicle1]'''<br>
'''unitname action ["MOVETOCOMMANDER", vehiclename]'''<br>
'''unit1 action ["MOVETODRIVER",vehicle1]'''<br>
'''unitname action ["MOVETODRIVER", vehiclename]'''<br>
'''unit1 action ["MOVETOGUNNER",vehicle1]'''
'''unitname action ["MOVETOGUNNER", vehiclename]'''<br>
'''unitname action ["MOVETOPILOT", vehiclename]'''


Moves 'unit1' into cargo, commander, driver or gunner position.<br>
Moves 'unitname' into cargo, commander, driver or gunner position.<br>
If that position was occupied before, the units will swap places.
If that position was occupied before, the units will swap places.


<code>SoldierOne action ["MOVETODRIVER",CarOne]</code>
<code>SoldierOne action ["MOVETODRIVER", CarOne]</code>




== NONE ==
== NONE ==
'''["None", <target>]'''
'''["NONE", <target>]'''
 


== NVGOGGLES / NVGOGGLESOFF ==
'''unitname action ["NVGOGGLES", unitname]'''<br>
'''unitname action ["NVGOGGLESOFF", unitname]'''


== NVGOGGLES ==
'''player action ["nvgoggles"]'''


Toggles night vision goggles on/off for player.
Switch night vision goggles on/off for player.


<code>player action ["NVGOGGLES"]</code>
<code>player action ["NVGOGGLES"]</code>
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== REARM / REFUEL / REPAIR ==
== REARM / REFUEL / REPAIR ==
'''vehicle1 action ["REARM",vehicle2]'''
'''vehiclename action ["REARM", vehiclename2]'''
'''vehicle1 action ["REFUEL",vehicle2]'''
'''vehiclename action ["REFUEL", vehiclename2]'''
'''vehicle1 action ["REPAIR",vehicle2]'''
'''vehiclename action ["REPAIR", vehiclename2]'''


Vehicle1 will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation.
Vehiclename will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation.


<code>SoldierOne action ["REARM",TruckOne]</code>
<code>SoldierOne action ["REARM", TruckOne]</code>




== RETURN FLAG ==
== RETURNFLAG ==
'''unit1 action ["RETURN FLAG",flag1]'''
'''unitname action ["RETURNFLAG", flagname]'''


Soldier 'unit1' returns 'flag1' to base.
Soldier 'unitname' returns 'flagname' to base.


<code>SoldierOne action ["RETURN FLAG",FlagOne]</code>
<code>SoldierOne action ["RETURNFLAG", FlagOne]</code>




== SALUTE ==
== SALUTE ==
'''unit1 action ["SALUTE"]'''
'''unitname action ["SALUTE", unitname]'''


Soldier 'unit1' salutes, and stays in that animation.<br>
Soldier 'unitname' salutes, and stays in that animation.<br>
Only works in SAFE and CARELESS mode.
Only works in SAFE and CARELESS mode.


<code>SoldierOne action ["SALUTE"]</code>
<code>SoldierOne action ["SALUTE", SoldierOne]</code>




== SCUD LAUNCH / START / CANCEL ==
== SCUD LAUNCH / SCUD START / SCUD CANCEL ==
'''scud1 action ["SCUD LAUNCH"]'''<br />
'''scudname action ["SCUD LAUNCH"]'''<br />
'''scud1 action ["SCUD START"]'''<br />
'''scudname action ["SCUD START"]'''<br />
'''scud1 action ["SCUD CANCEL"]'''
'''scudname action ["SCUD CANCEL"]'''


Scud1 launches or fires its missile.<br>
Scudname launches or fires its missile.<br>
The launch process takes about 10.5 seconds.
The launch process takes about 10.5 seconds.


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== SETTIMER ==
== SETTIMER ==
'''unit1 action ["SETTIMER"]'''  
'''unitname action ["SETTIMER"]'''  


Soldier 'unit1' activates the timer for a satchel charge.<br>
Soldier 'unitname' activates the timer for a satchel charge.<br>
Charge has to be places first via a unit1 Fire ["pipebombmuzzle","pipebombmuzzle","pipebomb"] command.
Charge has to be places first via a unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.


<code>SoldierOne action ["SETTIMER"]</code>
<code>SoldierOne action ["SETTIMER"]</code>


== SITDOWN ==  
== SITDOWN ==  
'''unit1 action ["SITDOWN"]'''
'''unitname action ["SITDOWN", unitname]'''


Soldier 'unit1' sits down.<br>
Soldier 'unitname' sits down.<br>
Only works in SAFE and CARELESS mode.
Only works in SAFE and CARELESS mode.


<code>SoldierOne action ["SITDOWN"]</code>
<code>SoldierOne action ["SITDOWN", SoldierOne]</code>




== STROKEFIST ==
== STROKEFIST ==
'''unit1 action ["STROKEFIST"]'''
'''unitname action ["STROKEFIST"]'''


Soldier 'unit1' performs a boxing animation.
Soldier 'unitname' performs a boxing animation.


<code>SoldierOne action ["STROKEFIST"]</code>
<code>SoldierOne action ["STROKEFIST"]</code>
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== STROKEGUN ==
== STROKEGUN ==
'''unit1 action ["STROKEGUN"]'''  
'''unitname action ["STROKEGUN"]'''  


Soldier 'unit1' performs a hitting animation with his weapon.
Soldier 'unitname' performs a hitting animation with his weapon.


<code>SoldierOne action ["STROKEGUN"]</code>
<code>SoldierOne action ["STROKEGUN"]</code>
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== SWITCHWEAPON ==
== SWITCHWEAPON ==
'''["SwitchWeapon", <target>, <weapon index>]'''
'''["SWITCHWEAPON", <target>, <weapon index>]'''




== TAKE FLAG ==
== TAKEFLAG ==
'''unit1 action ["Take Flag",flag1]'''
'''unitname action ["TAKEFLAG", flag1]'''


Soldier 'unit1' takes control of 'flag1'.
Soldier 'unitname' takes control of 'flag1'.


<code>SoldierOne action ["TAKE FLAG",FlagOne]</code>
<code>SoldierOne action ["TAKEFLAG", FlagOne]</code>




== TAKE MAGAZINE / WEAPON ==
== TAKEMAGAZINE / TAKEWEAPON ==
'''unit1 action ["TAKE MAGAZINE",container1,0,0,"MAGAZINENAME"]'''<br>
'''unitname action ["TAKEMAGAZINE", (vehiclename or unitname), "MAGAZINENAME"]'''<br>
'''unit1 action ["TAKE WEAPON",container1,0,0,"WEAPONNAME"]'''
'''unitname action ["TAKEWEAPON", (vehiclename or unitname), "WEAPONNAME"]'''


Soldier 'unit1' takes one magazine/weapon of specified type ([[:Category: Weapons|see list]]) from weaponsholder 'container1' (car, ammo box, unit).<br>
Soldier 'unitname' takes one magazine/weapon of specified type ([[:Category: Weapons|see list]]) from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.).<br>
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'container1' is.
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'weapon or magazine' is.


<code>SoldierOne action ["TAKE MAGAZINE",SoldierTwo,0,0,"RPGLAUNCHER"]</code>
<code>SoldierOne action ["TAKEMAGAZINE", SoldierTwo, "RPGLAUNCHER"]</code>




== TAKE MINE ==
== TAKEMINE ==
'''["TakeMine", <target>]'''
'''["TAKEMINE", <target>]'''




== TALK ==
== TALK ==
'''["Talk", <target>]'''
'''["TALK", <target>]'''




== TOUCHOFF ==
== TOUCHOFF ==
'''unit1 action ["TOUCHOFF",unit1]'''
'''unitname action ["TOUCHOFF", unitname]'''


Soldier 'unit1' touches off satchel charge.
Soldier 'unitname' touches off satchel charge.


<code>unit1 action ["TOUCHOFF",unit1]</code>
<code>unitname action ["TOUCHOFF", unitname]</code>


== TURNIN / TURNOUT ==
== TURNIN / TURNOUT ==
'''tank1 action ["TURNIN"]'''<br>
'''vehiclename action ["TURNIN", vehiclename]'''<br>
'''tank1 action ["TURNOUT"]'''
'''vehiclename action ["TURNOUT", vehiclename]'''


Crew of 'tank1' turns in/out (gets in and out of hatches).
Crew of 'vehiclename' turns in/out (gets in and out of hatches).


<code>TankOne action ["TURNIN"]</code>
<code>TankOne action ["TURNIN", TankOne]</code>




== USEMAGAZINE ==
== USEMAGAZINE ==
'''["UseMagazine", <target>, <magazine creator>, <magazine id>]'''
'''["USEMAGAZINE", <target>, <magazine creator>, <magazine id>]'''




== USER ==
== USER ==
'''["User", <target>, <action index>]'''
'''["USER", <target>, <action index>]'''




== USERTYPE ==
== USERTYPE ==
'''["UserType", <target>, <action index>]'''
'''["USERTYPE", <target>, <action index>]'''




== USEWEAPON ==
== USEWEAPON ==
'''["UseWeapon", <target>, <weapon index>]'''
'''["USEWEAPON", <target>, <weapon index>]'''




== WEAPONINHAND / WEAPONONBACK ==
== WEAPONINHAND / WEAPONONBACK ==
'''unit1 action ["WEAPONINHAND"]'''<br>
'''unitname action ["WEAPONINHAND"]'''<br>
'''unit1 action ["WEAPONONBACK"]'''
'''unitname action ["WEAPONONBACK"]'''


Soldier 'unit1' takes weapon from/to back.<br>
Soldier 'unitname' takes weapon from/to back.<br>
Change is persistent with player, but AI units will switch back if their [[setBehaviour|behaviour mode]] is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT &amp; AWARE with WEAPONONBACK).
Change is persistent with player, but AI units will switch back if their [[setBehaviour|behaviour mode]] is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT &amp; AWARE with WEAPONONBACK).



Revision as of 22:10, 30 December 2006

Template:Stub

Introduction

small description on what an action is in ArmA

Syntax

Parameters of scripting function 'action':

<object> action [<type>]
<object> action [<type>, <target>]
<object> action [<type>, <target>, additional parameters]
  • unit = Object: pointer to the unit that should perform this action (if vehicle is given, its commander is used)
  • type = String: name of action type - see below
  • target = Object: target object


AUTOHOVER

helicoptername action ["AUTOHOVER", helicoptername]

Toggles hovering on and off. (Only works if player is pilot)

ChopperOne action ["AUTOHOVER", ChopperOne]


CANCELACTION

["CANCELACTION", <target>]


CANCELLAND

planename action ["CANCELLAND", planename]

Cancel autopilot landing for 'planename'.

PlaneOne action ["CANCELLAND", PlaneOne]


CANCELTAKEFLAG

["CANCELTAKEFLAG", <target>]


DEACTIVATE

unitname action ["DEACTIVATE", unit2, 0, 0, "PIPEBOMB"]

Soldier 'unitname' will deactivate a satchel charge that has been placed by unitname2.
This happens from a distance (i.e. unitname will not walk up to the charge to deactivate it, but do it 'remotely').
If unitname2 is nearby the charge when it is being deactivated it will end up back in its inventory.

SoldierOne action ["DEACTIVATE", player, 0, 0, "PIPEBOMB"]


DEACTIVATEMINE

["DEACTIVATEMINE", <target>]


DIARY

["DIARY", <target>]


DROPWEAPON / DROPMAGAZINE

unitname action ["DROPMAGAZINE", (vehiclename or unitname) ,"MAGAZINENAME"]
unitname action ["DROPWEAPON", (vehiclename or unitname) ,"WEAPONNAME"] ...drops weapon and ammo

Soldier 'unitname' will put a magazine or weapon (see list) on the ground (Weaponholder) or into named vehicle (ammo box, car, etc.).

SoldierOne action ["DROPMAGAZINE", CarOne, "AK74"]


EJECT

unitname action ["EJECT", vehiclename]

Soldier 'unitname' will jump out of 'vehiclename'. (Via parachute in case of planes & helicopters.)

SoldierOne action ["EJECT", ChopperOne]


ENGINEON / ENGINEOFF

unitname action ["ENGINEON", vehiclename]
unitname action ["ENGINEOFF", vehicle1name]

Soldier 'unitname' will turn engine of 'vehiclename' either on or off.
Engine will only stay on in vehicles like carshelicopters or planes. In cars the engine will be shut off again right away.

SoldierOne action ["ENGINEON", ChopperOne]


FIREINFLAME / FIREPUTDOWN

unitname action ["FIREINFLAME", firename]
unitname action ["FIREPUTDOWN", firename]

Soldier 'unitname' will ignite ("FIREINFLAME") or extinguish ("FIREPUTDOWN") fireplace 'firename'.

SoldierOne action ["FIREINFLAME", Fire1]


FLAPSUP / FLAPSDOWN

["FLAPSUP", <target>]
["FLAPSDOWN", <target>]


GETINCOMMANDER / GETINDRIVER/ GETINGUNNER / GETINCARGO / GETINPILOT

unitname action ["GETINCOMMANDER", vehiclename]
unitname action ["GETINDRIVER", vehiclename]
unitname action ["GETINGUNNER", vehiclename]
unitname action ["GETINCARGO", vehiclename]
unitname action ["GETINPILOT", vehiclename]

Soldier 'unitname' will be teleported next to 'vehiclename', play the entering animation, and then be assigned as either commander, driver or gunner.

SoldierOne action ["GETINCOMMANDER", CarOne]


GETOUT

unitname action ["GETOUT", vehiclename]

Soldier 'unitname' will jump out of 'vehiclename'. (No parachute in case of planes & helicopters.)

SoldierOne action ["GETOUT", ChopperOne]


HANDGUNON / HANDGUNOFF

unitname action ["HANDGUNOFF", unitname]
unitname action ["HANDGUNON", unitname]

Soldier 'unitname' will switch to primary ("handgun off") or secondary ("handgun on") weapon.

SoldierOne action ["HANDGUNON", SoldierOne]


HEAL

unitname action ["HEAL", unitname2]

Medic 'unitname2' will teleport to 'unitname' and heal him.

SoldierOne action ["HEAL", MedicOne]


HIDEBODY

unitname action ["HIDEBODY", bodyname2]

Soldier 'unitname' will hide (bury) 'unitname2'.

SoldierOne action ["HIDEBODY", SoldierTwo]


INGAMEMENU

["INGAMEMENU", <target>]


LADDERDOWN / LADDERUP

unitname action ["LADDERDOWN", building1]
unitname action ["LADDERDOWN", object ID]
unitname action ["LADDERUP", building1]
unitname action ["LADDERUP", object ID]

Soldier 'unitname' will either climb up or down the ladder of a building that's either defined via name or object ID.

SoldierOne action ["ladderup",object 123456]


LADDEROFF

["LADDEROFF", <target>, <ladder index>]


LADDERONUP / LADDERONDOWN

["LADDERONUP", <target>, <ladder index>, <ladder position>]
["LADDERONDOWN", <target>, <ladder index>, <ladder position>]


LAND

["LAND", <target>]


LANDGEAR

planename action ["LANDGEAR", planename]

Toggle landing gear on 'planename'.
Only works if player is pilot.

PlaneOne action ["LANDGEAR", PlaneOne]


LIGHTOFF / LIGHTON

vehiclename action ["LIGHTON", vehiclename]
vehiclename action ["LIGHTOFF", vehiclename]

Turns lights of 'vehiclename' either on or off.
The lights will not stay on unless the driver is in SAFE or CARELESS mode.
The lights will not stay off if the driver is in SAFE or CARELESS mode.

driver CarOne setBehaviour "safe";
CarOne action ["LIGHTON", CarOne];


LOADMAGAZINE

["LOADMAGAZINE", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle name>]


MANUALFIRE

tankname action ["MANUALFIRE"]

Toggles manual fire mode if player is driver of vehicle.

TankOne action ["MANUALFIRE"]


MARKENTITY

["MarkEntity", <target>]


MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT

unitname action ["MOVETOCARGO", vehiclename]
unitname action ["MOVETOCOMMANDER", vehiclename]
unitname action ["MOVETODRIVER", vehiclename]
unitname action ["MOVETOGUNNER", vehiclename]
unitname action ["MOVETOPILOT", vehiclename]

Moves 'unitname' into cargo, commander, driver or gunner position.
If that position was occupied before, the units will swap places.

SoldierOne action ["MOVETODRIVER", CarOne]


NONE

["NONE", <target>]


NVGOGGLES / NVGOGGLESOFF

unitname action ["NVGOGGLES", unitname]
unitname action ["NVGOGGLESOFF", unitname]


Switch night vision goggles on/off for player.

player action ["NVGOGGLES"]


REARM / REFUEL / REPAIR

vehiclename action ["REARM", vehiclename2] vehiclename action ["REFUEL", vehiclename2] vehiclename action ["REPAIR", vehiclename2]

Vehiclename will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation.

SoldierOne action ["REARM", TruckOne]


RETURNFLAG

unitname action ["RETURNFLAG", flagname]

Soldier 'unitname' returns 'flagname' to base.

SoldierOne action ["RETURNFLAG", FlagOne]


SALUTE

unitname action ["SALUTE", unitname]

Soldier 'unitname' salutes, and stays in that animation.
Only works in SAFE and CARELESS mode.

SoldierOne action ["SALUTE", SoldierOne]


SCUD LAUNCH / SCUD START / SCUD CANCEL

scudname action ["SCUD LAUNCH"]
scudname action ["SCUD START"]
scudname action ["SCUD CANCEL"]

Scudname launches or fires its missile.
The launch process takes about 10.5 seconds.

ScudOne action ["SCUD START"]


SETTIMER

unitname action ["SETTIMER"]

Soldier 'unitname' activates the timer for a satchel charge.
Charge has to be places first via a unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.

SoldierOne action ["SETTIMER"]

SITDOWN

unitname action ["SITDOWN", unitname]

Soldier 'unitname' sits down.
Only works in SAFE and CARELESS mode.

SoldierOne action ["SITDOWN", SoldierOne]


STROKEFIST

unitname action ["STROKEFIST"]

Soldier 'unitname' performs a boxing animation.

SoldierOne action ["STROKEFIST"]


STROKEGUN

unitname action ["STROKEGUN"]

Soldier 'unitname' performs a hitting animation with his weapon.

SoldierOne action ["STROKEGUN"]


SWITCHWEAPON

["SWITCHWEAPON", <target>, <weapon index>]


TAKEFLAG

unitname action ["TAKEFLAG", flag1]

Soldier 'unitname' takes control of 'flag1'.

SoldierOne action ["TAKEFLAG", FlagOne]


TAKEMAGAZINE / TAKEWEAPON

unitname action ["TAKEMAGAZINE", (vehiclename or unitname), "MAGAZINENAME"]
unitname action ["TAKEWEAPON", (vehiclename or unitname), "WEAPONNAME"]

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.

SoldierOne action ["TAKEMAGAZINE", SoldierTwo, "RPGLAUNCHER"]


TAKEMINE

["TAKEMINE", <target>]


TALK

["TALK", <target>]


TOUCHOFF

unitname action ["TOUCHOFF", unitname]

Soldier 'unitname' touches off satchel charge.

unitname action ["TOUCHOFF", unitname]

TURNIN / TURNOUT

vehiclename action ["TURNIN", vehiclename]
vehiclename action ["TURNOUT", vehiclename]

Crew of 'vehiclename' turns in/out (gets in and out of hatches).

TankOne action ["TURNIN", TankOne]


USEMAGAZINE

["USEMAGAZINE", <target>, <magazine creator>, <magazine id>]


USER

["USER", <target>, <action index>]


USERTYPE

["USERTYPE", <target>, <action index>]


USEWEAPON

["USEWEAPON", <target>, <weapon index>]


WEAPONINHAND / WEAPONONBACK

unitname action ["WEAPONINHAND"]
unitname action ["WEAPONONBACK"]

Soldier 'unitname' takes weapon from/to back.
Change is persistent with player, but AI units will switch back if their behaviour mode is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT & AWARE with WEAPONONBACK).

SoldierOne action ["WEAPONONBACK"]