addAction: Difference between revisions

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m (Clarified action ID.)
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[[Category:Scripting Commands|ADDACTION]]
{{Command|= Comments
[[Category:Scripting Commands OFP 1.96|ADDACTION]]
____________________________________________________________________________________________
[[Category:Scripting Commands OFP 1.46|ADDACTION]]
[[Category:Scripting Commands ArmA|ADDACTION]]


| ofp |= Game name


<h2 style="color:#000066">'''''unit'' addaction ''[action, script,(arguments,priority, showWindow, hideOnUse, shortcut)]'''''</h2>
|1.1|= Game version


|arg= local |= Arguments in MP


'''Operand types:'''
|eff= global |= Effects in MP
____________________________________________________________________________________________


'''unit:''' [[Object]]<br>
| Add an entry to the action menu on the position of an object. The action entry is usable for anyone, but can only be activated on the position of the object that it's assigned to. |= Description
'''[action, script,(arguments,priority, showWindow, hideOnUse, shortcut)]:''' [[Array]]
____________________________________________________________________________________________


'''Type of returned value:'''
| unit '''addAction''' [title, filename] |= Syntax


[[Number]] or [[Nothing]]
|p1= unit: [[Object]] - unit or object to assign the action to |= Parameter 1


'''Compatibility:'''
|p2= title: [[String]] - the title which is displayed in the action menu |= Parameter 2


Added in version '''1.10'''
|p3= filename: [[String]] - path to the script that is called when the action is activated. Relative to the mission folder |= Parameter 3


Returns action ID since '''1.85'''
| [[Integer]] -  positive
The ID of the action is returned, IDs are incrementing. The first given action to each unit has got the ID 0, the second the ID 1 etc. ID's are also passed to the called script and used to remove an action with [[removeAction]].Parameters of the called scriptAn array of parameters is passed to the called script: [unit, caller, ID] unit: Object - the unit which the action is assigned to  caller: Object - the unit that activated the action  ID: Integer - ID of the activated action |= Return value
____________________________________________________________________________________________
 
|x1= <pre>genAct = generator addAction ["Switch generator on", "activate_generator.sqs"]</pre>


'''Description:'''
activate_generator.sqs :


Create an action.<br>
<pre>_gen = _this select 0
Action ID should be returned, but due to bug it is not.<br>
_id = _this select 2
To determine action ID use following algorithm:<br>
; remove the action once it is activated
First action added to given vehicle has ID zero, next has ID 1, etc.
_gen removeAction _id</pre>


Known Problems Due to a bug in OFP actions added via addAction don't get updated properly after mounting vehicles. When you have several actions available while mounting a vehicle and drive away from the actions' position, they'll still be shown in the menu until you dismount and remount the vehicle.  There are work-arounds mentioned on the OFPEC Forums |= Example 1
____________________________________________________________________________________________


'''Example:'''
| [[removeAction]] |= See also


[[player]] '''addAction''' ["Hello", "hello.sqs"]
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->


'''Comments:'''
<!-- Note Section END -->
</dl>


Params passed by an action to the executed script:
<h3 style="display:none">Bottom Section</h3>
Old Notes (temporary):


'''[(object action was attached to), (unit that activated action), (index of action)]'''
Params passed by an action to the executed script: [(object action was attached to), (unit that activated action), (index of action)]  
So an example of an action-based script goes like this: _obj = _this [[select]] 0 _man = _this [[select]] 1 _index = _this [[select]] 2
If you want to remove the action from the object immediately after it's triggered, use this line along with the above: _obj [[removeAction]] _index
An easy way to keep track of and remove actions is to store the IDs of the actions in variables. This can be accomplished by doing the following: myaction = [[player]] addAction ["Hello", "hello.sqs"] This stores the action's ID in the global variable "myaction" and assists in keeping track of the action ID. To remove the above action, you would use the following line: [[player]] [[removeAction]] myaction


 
[[Category:Scripting Commands|ADDACTION]]
So an example of an action-based script goes like this:
[[Category:Scripting Commands OFP 1.96|ADDACTION]]
 
[[Category:Scripting Commands OFP 1.46|ADDACTION]]
'''_obj = _this''' [[select]] '''0'''
[[Category:Scripting Commands ArmA|ADDACTION]]
 
'''_man = _this''' [[select]] '''1'''
 
'''_index = _this''' [[select]] '''2'''
 
 
If you want to remove the action from the object immediately after it's triggered, use this line along with the above:
 
_obj [[removeAction]] _index
 
 
An easy way to keep track of and remove actions is to store the IDs of the actions in variables. This can be accomplished by doing the following:
 
myaction = [[player]] '''addAction''' ["Hello", "hello.sqs"]
 
This stores the action's ID in the global variable "myaction" and assists in keeping track of the action ID. To remove the above action, you would use the following line:
 
[[player]] [[removeAction]] myaction
 
 
'''MP Note:'''
 
This command, as well as configed actions, are executed only locally (not public).
 
 
'''Known Problems:'''
 
Due to a bug in OFP actions added via addAction don't get updated properly after mounting vehicles.
 
When you have several actions available while mounting a vehicle and drive away from the actions' position, they'll still be shown in the menu until you dismount and remount the vehicle.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       
 
There are work-arounds mentioned on the [http://www.ofpec.com/yabbse/index.php?board=8;action=display;threadid=23710 OFPEC Forums]

Revision as of 22:53, 1 August 2006

Hover & click on the images for description

Description

Description:
Add an entry to the action menu on the position of an object. The action entry is usable for anyone, but can only be activated on the position of the object that it's assigned to.
Groups:
Uncategorised

Syntax

Syntax:
unit addAction [title, filename]
Parameters:
unit: Object - unit or object to assign the action to
title: String - the title which is displayed in the action menu
filename: String - path to the script that is called when the action is activated. Relative to the mission folder
Return Value:
Integer - positive The ID of the action is returned, IDs are incrementing. The first given action to each unit has got the ID 0, the second the ID 1 etc. ID's are also passed to the called script and used to remove an action with removeAction.Parameters of the called scriptAn array of parameters is passed to the called script: [unit, caller, ID] unit: Object - the unit which the action is assigned to caller: Object - the unit that activated the action ID: Integer - ID of the activated action

Examples

Example 1:
genAct = generator addAction ["Switch generator on", "activate_generator.sqs"]

activate_generator.sqs :

_gen = _this select 0
_id = _this select 2
; remove the action once it is activated
_gen removeAction _id
Known Problems Due to a bug in OFP actions added via addAction don't get updated properly after mounting vehicles. When you have several actions available while mounting a vehicle and drive away from the actions' position, they'll still be shown in the menu until you dismount and remount the vehicle. There are work-arounds mentioned on the OFPEC Forums

Additional Information

See also:
removeAction

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

Notes

Bottom Section

Old Notes (temporary):

Params passed by an action to the executed script: [(object action was attached to), (unit that activated action), (index of action)] So an example of an action-based script goes like this: _obj = _this select 0 _man = _this select 1 _index = _this select 2 If you want to remove the action from the object immediately after it's triggered, use this line along with the above: _obj removeAction _index An easy way to keep track of and remove actions is to store the IDs of the actions in variables. This can be accomplished by doing the following: myaction = player addAction ["Hello", "hello.sqs"] This stores the action's ID in the global variable "myaction" and assists in keeping track of the action ID. To remove the above action, you would use the following line: player removeAction myaction