R3vo – User talk

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
Line 38: Line 38:
{{RV|type=command
{{RV|type=command


| arma3
|game1= arma3


|0.50
|version1= 0.50


|arg= global
|arg= global
Line 48: Line 48:
|gr1= Interaction
|gr1= Interaction


| {{Feature|arma3 | This command syntax is for {{arma3}} only. For TKOH and older {{arma}} games see [[addAction TKOH]].}}
|descr= Adds an entry to the action menu of an object (scroll wheel menu). The action can only be activated when in proximity to the object (default 50m) '''and''' look at it. Adding an action to the player makes that action available to the player at all times.<br>
 
Adds an entry to the action menu of an object (scroll wheel menu). The action can only be activated when in proximity to the object (default 50m) '''and''' look at it. Adding an action to the player makes that action available to the player at all times.<br>
The appearance of onscreen text can be further tweaked with [[setUserActionText]]. For event handling of user interaction see [[inGameUISetEventHandler]].
The appearance of onscreen text can be further tweaked with [[setUserActionText]]. For event handling of user interaction see [[inGameUISetEventHandler]].


{{Feature | Informative | [[addAction]] does not work on [[createAgent|agents]] (including animals) and [[Arma 3 Simple Objects|simple objects]], this is intended behavior.}}
|s1= object [[addAction]] [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]
 
| object [[addAction]] [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]


|p1=
|p1= object - Unit, vehicle or static object. ''No [[createAgent|agents]] and [[Arma 3 Simple Objects|simple objects]]!'''
<dl>
<dt style="clear:none;">object:</dt>
<dd>[[Object]] - unit, vehicle or static object</dd>


<dt>title:</dt>
|p2= 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 <tt>&amp;lt;</tt> for '''&lt;''' and <tt>&amp;gt;</tt> for '''&gt;'''. The title text can be changed with [[setUserActionText]]
<dd>[[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 <tt>&amp;lt;</tt> for '''&lt;''' and <tt>&amp;gt;</tt> for '''&gt;'''. The title text can be changed with [[setUserActionText]]</dd>


<dt>script:</dt>
|p3= 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 Syntax|SQS]] or .[[SQF Syntax|SQF]]. The script, whether it is a file or a code, will run in [[Scheduler#Scheduled Environment|scheduled environment]], i.e. it is ok to use [[sleep]]. Parameters array passed to the script upon activation in ''[[Magic Variables#this|_this]]'' variable is:
<dd>[[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 Syntax|SQS]] or .[[SQF Syntax|SQF]]. The script, whether it is a file or a code, will run in [[Scheduler#Scheduled Environment|scheduled environment]], i.e. it is ok to use [[sleep]].
<br>
Parameters array passed to the script upon activation in ''[[Magic Variables#this|_this]]'' variable is:
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"];</syntaxhighlight>
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"];</syntaxhighlight>
* ''target'' (_this select 0): [[Object]] - the object which the action is assigned to
* ''target'': [[Object]] - the object which the action is assigned to
* ''caller'' (_this select 1): [[Object]] - the unit that activated the action
* ''caller'': [[Object]] - the unit that activated the action
* ''actionId'' (_this select 2): [[Number]] - activated action's ID (same as [[addAction]]'s return value)
* ''actionID'': [[Number]] - activated action's ID (same as [[addAction]]'s return value)
* ''arguments'' (_this select 3): [[Anything]] - arguments given to the script if you are using the extended syntax
* ''arguments'': [[Anything]] - arguments given to the script if you are using the extended syntax
 
</dd>


<dt>arguments:</dt>
|p4= arguments: [[Anything]] - (Optional, default [[nil]]) arguments to pass to the script (will be ''_this select 3'' inside the script). If [[Array]] is used as an argument for example, its first element reference would be {{ic|_this select 3 select 0}}
<dd>[[Anything]] - (Optional, default [[nil]]) arguments to pass to the script (will be ''_this select 3'' inside the script). If [[Array]] is used as an argument for example, its first element reference would be {{ic|_this select 3 select 0}}</dd>


<dt>priority:</dt>
|p5= 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 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on')
<dd>[[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 (low priority. Eg: 'Get out') to 6 (high priority. Eg: 'Auto-hover on')</dd>


<dt>showWindow:</dt>
|p6= 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 true' will be shown. Setting it to [[false]] disables the feature
<dd>[[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 true' will be shown. Setting it to [[false]] disables the feature</dd>


<dt>hideOnUse:</dt>
|p7= hideOnUse: [[Boolean]] - (Optional, default [[true]]) If set to [[true]], it will hide the action menu after selecting that action. If set to [[false]], it will leave the action menu open and visible after selecting that action, leaving the same action highlighted, for the purpose of allowing you to reselect that same action quickly, or to select another action
<dd>[[Boolean]] - (Optional, default [[true]]) if set to [[true]], it will hide the action menu after selecting that action. If set to [[false]], it will leave the action menu open and visible after selecting that action, leaving the same action highlighted, for the purpose of allowing you to reselect that same action quickly, or to select another action</dd>


<dt>shortcut:</dt>
|p8= shortcut: [[String]] - (Optional, default "") One of the [[:Category:Key Actions|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
<dd>[[String]] - (Optional, default "") one of the [[:Category:Key Actions|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</dd>


<dt>condition:</dt>
|p9= condition: [[String]] - (Optional, default "true") Script code that must return [[true]] for the action to be shown. Special variables passed to the script code are:
<dd>[[String]] - (Optional, default "true") script code 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
* ''_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]])
* ''_this'': [[Object]] - caller person to whom the action is shown (or not shown if ''condition'' returns [[false]])
Line 103: Line 84:
* If action is added to [[player]], ''condition'' is evaluated all the time.}}</dd>
* If action is added to [[player]], ''condition'' is evaluated all the time.}}</dd>


<dt>radius:</dt>
|p8= 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|arma3|1.64|y}}
<dd>[[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
<br>{{Since|arma3|1.64|y}}</dd>
 
<dt>unconscious:</dt>
<dd>[[Boolean]] - (Optional, default [[false]]) if [[true]] will be shown to incapacitated player (see [[setUnconscious]], [[lifeState]])<br>{{Since|arma3|1.64|y}}</dd>


<dt>selection:</dt>
|p8= unconscious: [[Boolean]] - (Optional, default [[false]]) If [[true]] will be shown to incapacitated player (see [[setUnconscious]], [[lifeState]]) {{Since|arma3|1.64|y}}
<dd>[[String]] - (Optional, default "") ''object'' Geometry LOD's named selection
<br>{{Since|arma3|1.70|y}}</dd>


<dt>memoryPoint:</dt>
|p9= selection: [[String]] - (Optional, default "") ''object'' Geometry LOD's named selection {{Since|arma3|1.70|y}}
<dd>[[String]] - (Optional, default "") ''object'''s memory point. If ''selection'' is supplied, ''memoryPoint'' is not used
<br>{{Since|arma3|1.82|y}}</dd>


</dl>
|p10= memoryPoint: [[String]] - (Optional, default "") ''object'''s memory point. If ''selection'' is supplied, ''memoryPoint'' is not used {{Since|arma3|1.82|y}}


| [[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 [[#Syntax|''script'' parameter]])
|r1= [[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 [[#Syntax|''script'' parameter]])


|x1= <code>{{cc|short and sweet}}
|x1= <code>{{cc|short and sweet}}

Revision as of 14:43, 20 April 2021

RV/type Template

-Type not defined-


RV/param Template

Missing Name: Template:RV/type