Actions – Operation Flashpoint

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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 style="display: block">ChopperOne action ["AUTOHOVER"]</code>




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


<code>PlaneOne action ["CANCEL LAND"]</code>
<code style="display: block">PlaneOne action ["CANCEL LAND"]</code>




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If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.
If unit2 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 style="display: block">SoldierOne action ["DEACTIVATE",player,0,0,"PIPEBOMB"]</code>


== DEACTIVATE MINE ==
== DEACTIVATE MINE ==
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If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.
If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.


<code>SoldierOne action ["DEACTIVATE MINE",player,0,0,"MINE"]</code>
<code style="display: block">SoldierOne action ["DEACTIVATE MINE",player,0,0,"MINE"]</code>


== DROP WEAPON / MAGAZINE ==
== DROP WEAPON / MAGAZINE ==
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Soldier 'unit1' will put a magazine or weapon ([[:Category: Weapons|see list]]) into weaponsholder 'container' (ammo box, car, etc.). If container is nothing or an non-existant object, the magazine or weapon will be dropped at the unit's feet.
Soldier 'unit1' will put a magazine or weapon ([[:Category: Weapons|see list]]) into weaponsholder 'container' (ammo box, car, etc.). If container is nothing or an non-existant object, the magazine or weapon will be dropped at the unit's feet.


<code>SoldierOne action ["DROP MAGAZINE",CarOne,1,1,"AK74"]
<code style="display: block">SoldierOne action ["DROP MAGAZINE",CarOne,1,1,"AK74"]
SoldierOne action ["DROP WEAPON","",1,1,"AK74"]</code>
SoldierOne action ["DROP WEAPON","",1,1,"AK74"]</code>


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


<code>SoldierOne action ["EJECT",ChopperOne]</code>
<code style="display: block">SoldierOne action ["EJECT",ChopperOne]</code>




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Engine will only stay on in '''AIR''' vehicles (helicopters or planes). In cars, eg a tank the engine will be shut off again right away.
Engine will only stay on in '''AIR''' vehicles (helicopters or planes). In cars, eg a tank the engine will be shut off again right away.


<code>SoldierOne action ["ENGINE ON",ChopperOne]</code>
<code style="display: block">SoldierOne action ["ENGINE ON",ChopperOne]</code>


== FLAPS DOWN / UP ==
== FLAPS DOWN / UP ==
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Doesn't work with AI controlled aircraft, well it probably does, but they reverse the action again immediately.<br>
Doesn't work with AI controlled aircraft, well it probably does, but they reverse the action again immediately.<br>


<code>SoldierOne action ["ENGINE ON",ChopperOne]</code>
<code style="display: block">SoldierOne action ["ENGINE ON",ChopperOne]</code>


== FIRE INFLAME / PUT DOWN ==
== FIRE INFLAME / PUT DOWN ==
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Soldier 'unit1' will ignite ("fire inflame") or extinguish ("fire put down") fireplace/lamp 'fire1'.
Soldier 'unit1' will ignite ("fire inflame") or extinguish ("fire put down") fireplace/lamp 'fire1'.


<code>SoldierOne action ["FIRE INFLAME",LampOne]</code>
<code style="display: block">SoldierOne action ["FIRE INFLAME",LampOne]</code>




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Soldier 'unit1' will be '''teleported''' next to 'vehicle1', play the entering animation, and then be assigned as either commander, driver, gunner or cargo. If a 'unit' is already in that position, the animation etc occurs, but 'unit1' is ejected.
Soldier 'unit1' will be '''teleported''' next to 'vehicle1', play the entering animation, and then be assigned as either commander, driver, gunner or cargo. If a 'unit' is already in that position, the animation etc occurs, but 'unit1' is ejected.


<code>SoldierOne action ["GETIN COMMANDER",CarOne]</code>
<code style="display: block">SoldierOne action ["GETIN COMMANDER",CarOne]</code>


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


<code>SoldierOne action ["GETOUT",ChopperOne]</code>
<code style="display: block">SoldierOne action ["GETOUT",ChopperOne]</code>




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


<code>SoldierOne action ["HANDGUN ON"]</code>
<code style="display: block">SoldierOne action ["HANDGUN ON"]</code>




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


<code>SoldierOne action ["HEAL", MedicOne]</code>
<code style="display: block">SoldierOne action ["HEAL", MedicOne]</code>




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


<code>SoldierOne action ["HIDEBODY", SoldierTwo]</code>
<code style="display: block">SoldierOne action ["HIDEBODY", SoldierTwo]</code>




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Soldier 'unit1' will either climb up or down the ladder of a building that's either defined via name or object ID.
Soldier 'unit1' 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 style="display: block">SoldierOne action ["ladderup",object 123456]</code>


== LAND ==
== LAND ==
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This doesn't work for choppers.
This doesn't work for choppers.


<code>PlaneOne action ["LAND GEAR"]</code>
<code style="display: block">PlaneOne action ["LAND GEAR"]</code>


== LAND GEAR ==
== LAND GEAR ==
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Only works if player is pilot.
Only works if player is pilot.


<code>PlaneOne action ["LAND GEAR"]</code>
<code style="display: block">PlaneOne action ["LAND GEAR"]</code>




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Lights will not stay ''off'' if driver is in SAFE or CARELESS mode.
Lights will not stay ''off'' if driver is in SAFE or CARELESS mode.


<code>CarOne action ["LIGHT OFF"]</code>
<code style="display: block">CarOne action ["LIGHT OFF"]</code>




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


<code>TankOne action ["MANUALFIRE"]</code>
<code style="display: block">TankOne action ["MANUALFIRE"]</code>




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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 style="display: block">SoldierOne action ["MOVETODRIVER",CarOne]</code>




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


<code>player action ["NVGOGGLES"]</code>
<code style="display: block">player action ["NVGOGGLES"]</code>




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


<code>SoldierOne action ["REARM",TruckOne]</code>
<code style="display: block">SoldierOne action ["REARM",TruckOne]</code>




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


<code>SoldierOne action ["RETURN FLAG",FlagOne]</code>
<code style="display: block">SoldierOne action ["RETURN FLAG",FlagOne]</code>




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Only works in SAFE and CARELESS mode.
Only works in SAFE and CARELESS mode.


<code>SoldierOne action ["SALUTE"]</code>
<code style="display: block">SoldierOne action ["SALUTE"]</code>




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The launch process takes about 10.5 seconds.
The launch process takes about 10.5 seconds.


<code>ScudOne action ["SCUD START"]</code>
<code style="display: block">ScudOne action ["SCUD START"]</code>




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Charge has to be places first via a unit1 fire ["PUT","PIPEBOMB"] command.
Charge has to be places first via a unit1 fire ["PUT","PIPEBOMB"] command.


<code>SoldierOne action ["SETTIMER"]</code>
<code style="display: block">SoldierOne action ["SETTIMER"]</code>




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Only works in SAFE and CARELESS mode.
Only works in SAFE and CARELESS mode.


<code>SoldierOne action ["SITDOWN"]</code>
<code style="display: block">SoldierOne action ["SITDOWN"]</code>




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


<code>SoldierOne action ["STROKEFIST"]</code>
<code style="display: block">SoldierOne action ["STROKEFIST"]</code>




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


<code>SoldierOne action ["STROKEGUN"]</code>
<code style="display: block">SoldierOne action ["STROKEGUN"]</code>




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


<code>SoldierOne action ["TAKE FLAG",FlagOne]</code>
<code style="display: block">SoldierOne action ["TAKE FLAG",FlagOne]</code>




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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 'container1' is.


<code>SoldierOne action ["TAKE MAGAZINE",SoldierTwo,0,0,"RPGLAUNCHER"]</code>
<code style="display: block">SoldierOne action ["TAKE MAGAZINE",SoldierTwo,0,0,"RPGLAUNCHER"]</code>




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


<code>SoldierOne action ["TOUCHOFF"]</code>
<code style="display: block">SoldierOne action ["TOUCHOFF"]</code>




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


<code>TankOne action ["TURNIN"]</code>
<code style="display: block">TankOne action ["TURNIN"]</code>




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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).
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).


<code>SoldierOne action ["WEAPONONBACK"]</code>
<code style="display: block">SoldierOne action ["WEAPONONBACK"]</code>


{{GameCategory|ofp|Reference Lists}}
{{GameCategory|ofp|Reference Lists}}
[[Category: Actions]]
[[Category: Actions]]

Revision as of 12:53, 11 January 2023

Actions are normally initiated by the player using the action menu. The script command action allows actions to be performed by any unit. For example, the command "player action ["WEAPONONBACK"]" has the same effect as choosing "M16 on back" in the menu. New actions can be defined using addAction.

Syntax

Syntax: unit action ["actionname"], where

  • unit = Object: pointer to the unit that should perform this action
  • actionname = String: name of action to be performed

Capitalization for the commands doesn't matter (i.e. player action ["DROP WEAPON",box,1,1,"AK74"] is the same as player action ["drop weapon",box,1,1,"ak74"])

AUTOHOVER

helicopter1 action ["AUTOHOVER"]

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

ChopperOne action ["AUTOHOVER"]


CANCEL LAND

plane1 action ["CANCEL LAND"]

Cancel autopilot landing for 'plane1'.

PlaneOne action ["CANCEL LAND"]


DEACTIVATE

unit1 action ["DEACTIVATE",unit2,0,0,"PIPEBOMB"]

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

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

DEACTIVATE MINE

unit1 action ["DEACTIVATE MINE",unit2,0,0,"MINE"]

Soldier 'unit1' will deactivate a mine that has been placed by unit2.
This happens from a distance (i.e. unit1 will not walk up to the charge to deactivate it, but do it 'remotely').
'unit1' must be an engineer to be able to deactivate mines laid by others. Doesn't work with mines pre-placed in the Editor. If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.

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

DROP WEAPON / MAGAZINE

unit1 action ["DROP MAGAZINE",container,1,1,"MAGAZINENAME"]
unit1 action ["DROP WEAPON",container,1,1,"WEAPONNAME"]

Soldier 'unit1' will put a magazine or weapon (see list) into weaponsholder 'container' (ammo box, car, etc.). If container is nothing or an non-existant object, the magazine or weapon will be dropped at the unit's feet.

SoldierOne action ["DROP MAGAZINE",CarOne,1,1,"AK74"] SoldierOne action ["DROP WEAPON","",1,1,"AK74"]


EJECT

unit1 action ["EJECT",vehicle1]

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

SoldierOne action ["EJECT",ChopperOne]


ENGINE ON / OFF

unit1 action ["ENGINE ON",vehicle1]
unit1 action ["ENGINE OFF",vehicle1]

Soldier 'unit1' will turn engine of 'vehicle1' either on or off.
Engine will only stay on in AIR vehicles (helicopters or planes). In cars, eg a tank the engine will be shut off again right away.

SoldierOne action ["ENGINE ON",ChopperOne]

FLAPS DOWN / UP

unit1 action ["FLAPS DOWN"]
unit1 action ["FLAPS UP"]

Aircraft 'unit1' will put its flaps down or up, can be activated twice.
Doesn't work with AI controlled aircraft, well it probably does, but they reverse the action again immediately.

SoldierOne action ["ENGINE ON",ChopperOne]

FIRE INFLAME / PUT DOWN

unit1 action ["FIRE INFLAME",fire1]
unit1 action ["FIRE PUT DOWN",fire1]

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

SoldierOne action ["FIRE INFLAME",LampOne]


GETIN COMMANDER / DRIVER / GUNNER / CARGO / PILOT

unit1 action ["GETIN COMMANDER",vehicle1]
unit1 action ["GETIN DRIVER",vehicle1]
unit1 action ["GETIN GUNNER",vehicle1]
unit1 action ["GETIN CARGO",vehicle1]

Soldier 'unit1' will be teleported next to 'vehicle1', play the entering animation, and then be assigned as either commander, driver, gunner or cargo. If a 'unit' is already in that position, the animation etc occurs, but 'unit1' is ejected.

SoldierOne action ["GETIN COMMANDER",CarOne]

GETOUT

unit1 action ["GETOUT",vehicle1]

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

SoldierOne action ["GETOUT",ChopperOne]


HANDGUN ON / OFF

unit1 action ["HANDGUN OFF"]
unit1 action ["HANDGUN ON"]

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

SoldierOne action ["HANDGUN ON"]


HEAL

unit1 action ["HEAL",unit2]

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

SoldierOne action ["HEAL", MedicOne]


HIDEBODY

unit1 action ["HIDEBODY",unit2]

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

SoldierOne action ["HIDEBODY", SoldierTwo]


LADDERDOWN / LADDERUP

unit1 action ["ladderdown",building1]
unit1 action ["ladderdown",object ID]
unit1 action ["ladderup",building1]
unit1 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.

SoldierOne action ["ladderup",object 123456]

LAND

plane1 action ["LAND"]

This doesn't actually seem to make planes land.
They start the process, but just as they are approaching proper lineup to the runway they turn away and do it all over again, ad nauseum.
This doesn't work for choppers.

PlaneOne action ["LAND GEAR"]

LAND GEAR

plane1 action ["LAND GEAR"]

Toggle landing gear on 'plane1'.
Only works if player is pilot.

PlaneOne action ["LAND GEAR"]


LIGHT OFF / ON

vehicle1 action ["LIGHT ON"]
vehicle1 action ["LIGHT OFF"]

Turns lights of 'vehicle1' either on or off.
Lights will not stay on unless driver is in SAFE or CARELESS mode.
Lights will not stay off if driver is in SAFE or CARELESS mode.

CarOne action ["LIGHT OFF"]


MANUALFIRE

tank1 action ["MANUALFIRE"]

Toggles manual fire mode if player is driver of vehicle.

TankOne action ["MANUALFIRE"]


MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT

unit1 action ["MOVETOCARGO",vehicle1]
unit1 action ["MOVETOCOMMANDER",vehicle1]
unit1 action ["MOVETODRIVER",vehicle1]
unit1 action ["MOVETOGUNNER",vehicle1]
unit1 action ["MOVETOPILOT",vehicle1]

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

SoldierOne action ["MOVETODRIVER",CarOne]


NVGOGGLES

player action ["nvgoggles"]

Toggles night vision goggles on/off for player.

player action ["NVGOGGLES"]



REARM / REFUEL / REPAIR

vehicle1 action ["REARM",vehicle2] vehicle1 action ["REFUEL",vehicle2] vehicle1 action ["REPAIR",vehicle2]

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

SoldierOne action ["REARM",TruckOne]


RETURN FLAG

unit1 action ["RETURN FLAG",flag1]

Soldier 'unit1' returns 'flag1' to base.

SoldierOne action ["RETURN FLAG",FlagOne]


SALUTE

unit1 action ["SALUTE"]

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

SoldierOne action ["SALUTE"]


SCUD LAUNCH / START

scud1 action ["SCUD LAUNCH"]
scud1 action ["SCUD START"]

Scud1 launches or fires its missile.
The launch process takes about 10.5 seconds.

ScudOne action ["SCUD START"]


SETTIMER

unit1 action ["SETTIMER"]

Soldier 'unit1' activates the timer for a satchel charge.
Charge has to be places first via a unit1 fire ["PUT","PIPEBOMB"] command.

SoldierOne action ["SETTIMER"]


SITDOWN

unit1 action ["SITDOWN"]

Soldier 'unit1' sits down.
Only works in SAFE and CARELESS mode.

SoldierOne action ["SITDOWN"]


STROKEFIST

unit1 action ["STROKEFIST"]

Soldier 'unit1' performs a boxing animation.

SoldierOne action ["STROKEFIST"]


STROKEGUN

unit1 action ["STROKEGUN"]

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

SoldierOne action ["STROKEGUN"]


TAKE FLAG

unit1 action ["Take Flag",flag1]

Soldier 'unit1' takes control of 'flag1'.

SoldierOne action ["TAKE FLAG",FlagOne]


TAKE MAGAZINE / WEAPON

unit1 action ["TAKE MAGAZINE",container1,0,0,"MAGAZINENAME"]
unit1 action ["TAKE WEAPON",container1,0,0,"WEAPONNAME"]
unit1 action ["TAKE MINE",container1,0,0,"MAGAZINENAME"]

Soldier 'unit1' takes one magazine/weapon/mine of specified type (see list) from weaponsholder 'container1' (car, ammo box, unit).
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'container1' is.

SoldierOne action ["TAKE MAGAZINE",SoldierTwo,0,0,"RPGLAUNCHER"]


TOUCHOFF

unit1 action ["TOUCHOFF"]

Soldier 'unit1' touches off satchel charge.

SoldierOne action ["TOUCHOFF"]


TURNIN / TURNOUT

tank1 action ["TURNIN"]
tank1 action ["TURNOUT"]

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

TankOne action ["TURNIN"]


WEAPONINHAND / WEAPONONBACK

unit1 action ["WEAPONINHAND"]
unit1 action ["WEAPONONBACK"]

Soldier 'unit1' 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"]