Actions – ArmA: Armed Assault

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Introduction

Actions are events that are usually executed in-game by the player by using the action menu, or by using the action branch of the command menu when executing them upon AI in the the player's group. Actions can also be performed by and upon arbitrary units using the action script command. Executing an action in this way will generally create only the basic effect of that seen when starting actions using the action menu, so it may be necessary to script some additional effects so as not to break immersion. For example, the "deactivate" action does not checks the distance between the satchel and the collecting unit, so it could be used to pick up a satchel that is many kilometers away. Note that many actions can be executed by a different unit than the target unit, although in many cases it makes more sense to use the same unit. The unit performing the action will generally appear to bend down as if to pick something up, with the action effects happening after this animation is complete. A game logic unit can be used to perform such actions without any animation or delay.


Syntax

Parameters of scripting function 'action':

<object> action [<type>]

Examples:

<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, it's commander is used)
  • type = String: name of action type - see below
  • target = Object: target object


Actions

AUTOHOVER

helicopterName action ["AUTOHOVER", helicopterName]

Toggles auto-hovering on and off. Only works if player is pilot.

Example: ChopperOne action ["AUTOHOVER", ChopperOne]


CANCELACTION

unit action ["CANCELACTION", <target>]

Cancels the action in progress.

Example: soldierOne action ["CANCELACTION", soldierOne]


CANCELLAND

planeName action ["CANCELLAND", planeName]

Cancel autopilot landing for 'planeName'.

Example: planeOne action ["CANCELLAND", planeOne]


CANCELTAKEFLAG

["CANCELTAKEFLAG", <target>]


DEACTIVATE

unitOne action ["DEACTIVATE", unitTwo,<object>]

Soldier 'unitOne' will bend down as if to deactivate a satchel charge that has been placed by unitTwo.
This can happen from any distance (i.e. unitOne will not walk up to the charge to deactivate it, but do it 'remotely').
If unitTwo is nearby the charge when it is being deactivated it return to its inventory.

Example: soldierOne action ["DEACTIVATE", SoldierOne, mySatchelCharge]


DEACTIVATEMINE

unitOne ["DEACTIVATEMINE", unitTwo]

UnitOne will bend down. The mine closest to unitTwo will be deactivated, so long as it is within around 2 meters.


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.).

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


EJECT

unitName action ["EJECT", vehicleName]

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

Example: SoldierOne action ["EJECT", ChopperOne]


ENGINEON / ENGINEOFF

unitName action ["ENGINEON", vehicleName]
unitName action ["ENGINEOFF", vehicleName]

Soldier 'unitName' will turn engine of 'vehicleName' either on or off.

Example: SoldierOne action ["ENGINEON", ChopperOne]


FIREINFLAME / FIREPUTDOWN

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

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

Example: SoldierOne action ["FIREINFLAME", Fire1]


FLAPSUP / FLAPSDOWN

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

AI pilots will instantly change flaps to what they think is suitable.


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.

Example: SoldierOne action ["GETINCOMMANDER", CarOne]


GETOUT

unitname action ["GETOUT", vehiclename]

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

Example: 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.

Example: SoldierOne action ["HANDGUNON", SoldierOne]


HEAL

unitname action ["HEAL", unitname2]

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

Example: SoldierOne action ["HEAL", MedicOne]


HIDEBODY

unitname action ["HIDEBODY", bodyname2]

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

Example: 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]

unitName action ["LADDERDOWN", <target object>, <ladder index>, <position>]
unitName action ["LADDERUP", <target object>, <ladder index>, <position>]

Soldier 'unitName' will play the climbing onto ladder animation, then appear at the specified ladder location. If he is controlled by the AI, he will then either climb up or down the ladder and get off.

Example: unit1 action ["ladderOnUp", (position player nearestObject 452221), 0, 0]


LADDEROFF

unitName action ["LADDEROFF", <target object>]

Soldier 'unitName' will get off any ladder on <target object> he happens to be on.

Example: unit1 action ["LADDEROFF", (position player nearestObject 452221)]


LADDERONUP / LADDERONDOWN

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

UnitName will play the appropriate getting on ladder animation and appear upon the ladder at the position given. If he is AI controlled, he will climb to the other end of the ladder and get off.


LAND

unit action ["LAND", <target>] Turns on the landing autopilot.


LANDGEAR

unitName action ["LANDGEAR", planeName]

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

Example: 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.

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


LOADMAGAZINE

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


MANUALFIRE

unitName action ["MANUALFIRE",<vehicle>]

Toggles manual fire mode if player is driver or commander of vehicle.

Example: player action ["MANUALFIRE", vehicle player]


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.

Example: SoldierOne action ["MOVETODRIVER", CarOne]


NONE

["NONE", <target>]


NVGOGGLES / NVGOGGLESOFF

unitName action ["NVGOGGLES", unitName2]
unitName action ["NVGOGGLESOFF", unitName2]

unitName puts his night vision goggles on/off. UnitName2 is apparently not used, but action requires a two element array.

Example: player action ["NVGOGGLES",ANYTHING]


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.

Example: SoldierOne action ["REARM", TruckOne]


RETURNFLAG

unitname action ["RETURNFLAG", flagname]

Soldier 'unitname' returns 'flagname' to base.

Example: SoldierOne action ["RETURNFLAG", FlagOne]


SALUTE

unitOne action ["SALUTE", unitTwo]

UnitOne does nothing. UnitTwo salutes. If unitTwo is in safe or careless mode, salute will be held, otherwise it is only momentary.

Example: 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. There is no Scud in ArmA.

Example: ScudOne action ["SCUD START"]


SETTIMER

unitOne action ["SETTIMER", unitTwo, <bombName>]

Soldier 'unitOne' plays the action animation. UnitTwo activates and adds thirty seconds to the timer for a satchel charge. Neither unit needs to be near the satchel. Charge has to be places first using unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.


SITDOWN

unitOne action ["SITDOWN", unitTwo]

Soldier 'unitTwo' sits down.
Sitting position will only be held if unitTwo is in SAFE and CARELESS mode.

Example: SoldierOne action ["SITDOWN", SoldierOne]


STROKEFIST

unitname action ["STROKEFIST"]

Soldier 'unitname' performs a boxing animation. Apparently not working in ArmA.

Example: SoldierOne action ["STROKEFIST"]


STROKEGUN

unitname action ["STROKEGUN"]

Soldier 'unitname' performs a hitting animation with his weapon. Apparently not working in ArmA.

Example: SoldierOne action ["STROKEGUN"]


SWITCHWEAPON

unitOne action ["SWITCHWEAPON", <target unit>, <target unit>, <muzzle index>]

UnitOne plays the action animation. Target unit switches to the given muzzle index. Second element might be target vehicle, as seen with "USEWEAPON".

Example: unit2 action ["SWITCHWEAPON",unit1,unit1,7]


TAKEFLAG

unitname action ["TAKEFLAG", flag1]

Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side.

Example: 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.

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


TAKEMINE

unitName action ["TAKEMINE", <target unit>]

UnitName will perform the action animation. Mine closest within two meters of the target unit will move to the target units inventory.

Example: unit1 action ["takeMine",unit2]


TALK

["TALK", <target>]


TOUCHOFF

unitOne action ["TOUCHOFF", unitTwo]

Soldier 'unitOne' plays the action animation. UnitTwo's satchels are "touched off".

Example: 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). AI seems to like to stay turned in.

Example: TankOne action ["TURNIN", TankOne]


USEMAGAZINE

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


USER

unitName ["USER", <target unit>, <action index>] 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.

Example: gameLogic action ["USER", player, 3]


USERTYPE

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

As of the 1.07 beta, using this action will cause ArmA to crash to desktop.


USEWEAPON

unitOne ["USEWEAPON", <target vehicle>, <target unit>, <weapon index>]

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.

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]


WEAPONINHAND / WEAPONONBACK

unitName action ["WEAPONINHAND",<target unit>]
unitName action ["WEAPONONBACK",<target unit>]

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.

Example: SoldierOne action ["WEAPONONBACK", SoldierTwo]