R3vo – User talk

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|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:
|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:
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"];</syntaxhighlight>
<syntaxhighlight lang="cpp">params ["_target", "_caller", "_actionId", "_arguments"];</syntaxhighlight>
* ''target'': [[Object]] - the object which the action is assigned to
* '''target''': [[Object]] - the object which the action is assigned to
* ''caller'': [[Object]] - the unit that activated the action
* '''caller''': [[Object]] - the unit that activated the action
* ''actionID'': [[Number]] - activated action's ID (same as [[addAction]]'s return value)
* '''actionID''': [[Number]] - activated action's ID (same as [[addAction]]'s return value)
* ''arguments'': [[Anything]] - arguments given to the script if you are using the extended syntax</br></br>
* '''arguments''': [[Anything]] - arguments given to the script if you are using the extended syntax</br></br>


|p4= '''arguments''': [[Anything]] - (Optional, default [[nil]]) arguments to pass to the script. Accessible with {{ic|_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}}</br></br>
|p4= '''arguments''': [[Anything]] - (Optional, default [[nil]]) arguments to pass to the script. Accessible with {{ic|_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}}</br></br>
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|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</br></br>
|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</br></br>


|p9= '''condition''': [[String]] - (Optional, default "true") Expression that must return [[true]] for the action to be shown. Special variables passed to the script code are:
|p9= '''condition''': [[String]] - (Optional, default "true") Expression 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]])
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* ''condition'' is evaluated on each frame in [[Scheduler#Unscheduled Environment|non-scheduled environment]].
* ''condition'' is evaluated on each frame in [[Scheduler#Unscheduled Environment|non-scheduled environment]].
* ''condition'' is '''not''' evaluated if a dialog is open.
* ''condition'' is '''not''' evaluated if a dialog is open.
* If action is added to an object (and not to [[player]]) ''condition'' will only get evaluated if player is closer than ~50m to the object surface and is looking at the object.
* If action is added to an object and not to [[player]], the ''condition'' will only get evaluated if player is closer than ~50m to the object surface and is looking at the object.
* If action is added to [[player]], ''condition'' is evaluated all the time.}}</br></br>
* If action is added to [[player]], ''condition'' is evaluated all the time.}}</br></br>


|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}}</br></br>
|p8= '''radius''': [[Number]] - (Optional, default 50) Maximum 3D [[distance]] in meters between the activating unit's [[eyePos]] and the ''object<nowiki>'</nowiki>s'' ''memoryPoint'', ''selection'' or [[position]]. -1 disables the radius {{Since|arma3|1.64|y}}</br></br>


|p9= '''unconscious''': [[Boolean]] - (Optional, default [[false]]) If [[true]] will be shown to incapacitated player. See also [[setUnconscious]] and [[lifeState]]{{Since|arma3|1.64|y}}</br></br>
|p9= '''unconscious''': [[Boolean]] - (Optional, default [[false]]) If [[true]] will be shown to incapacitated player. See also [[setUnconscious]] and [[lifeState]]{{Since|arma3|1.64|y}}</br></br>

Revision as of 15:09, 20 April 2021

A2 OA Logo.png Arma 2: Operation Arrowhead tkoh logo small.png Take On Helicopters
Arma 3 logo black.png Arma 3
Hover & click on the images for description

Description

Description:
Toggles the target group's gun light(s).
Groups:
LightsWeapons

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
Hover & click on the images for description

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 &lt; for < and &gt; 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"];
  • target: Object - the object which the action is assigned to
  • caller: Object - the unit that activated the action
  • actionID: Number - activated action's ID (same as addAction's return value)
  • arguments: Anything - arguments given to the script if you are using the extended syntax

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

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 Template:Since

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:
actionIDsactionParamssetUserActionTextinGameUISetEventHandlershowHUDinputAction removeActionremoveAllActionsactionBIS_fnc_holdActionAdd

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.