action

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Hover & click on the images for description

Description

Description:
Make a unit perform an action. See Actions for action names and syntaxes.
  • in singleplayer, when user Alt-Tabs the simulation is paused and so the action will also halt until user returns to the game. For example, player action ["GetInDriver", car]; executed while user is Alt-Tabbed will result in the user seeing the action happening when he returns to the game screen. This doesn't happen in Multiplayer.
  • the alternative syntax creates a temporary Logic entity in place of unit.
Multiplayer:

The argument's locality is usually local, but some actions can take a global argument (e.g "Eject", "GetOut", "GetInXXXX", "MoveToXXXX"). See Actions for more details.

Groups:
Interaction

Syntax

Syntax:
unit action actionArray
Parameters:
unit: Object
actionArray: Array
Return Value:
Nothing

Alternative Syntax

Syntax:
action actionArray
Parameters:
actionArray: Array
Return Value:
Nothing

Examples

Example 1:
player action ["SitDown", player];
Example 2:
_soldier action ["Eject", vehicle _soldier];
Example 3:
player action ["UseWeapon", player, player, 7]; // plays pick up animation before throwing grenade action ["UseWeapon", player, player, 7]; // normal grenade throw

Additional Information

See also:
actionIDs actionParams addAction setUserActionText inGameUISetEventHandler showHUD inputAction removeAction removeAllActions weaponsInfo

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
Tom_48_97
Posted on Aug 28, 2009 - 09:26 (UTC)
In Arma 2, you can place a unique unit (for example a boat, far of all combats) and use it for all command lines with action.
DreadedEntity
Posted on Mar 27, 2015 - 17:57 (UTC)
This command has no effect when a dead unit is used as input.
DrSova
Posted on Jun 27, 2017 - 02:15 (UTC)
player action ["SWITCHWEAPON", player, player, -1]
Switching weapon to the back.
Yuval
Posted on Jul 20, 2017 - 12:22 (UTC)
Some of the actions (such as "DropWeapon") do not always execute, and there should be a set of conditions for them to run. The unit must be able to perform the dropping animation in order for the action to properly execute. So, if for example we spawn a unit at [0,0,0] and make it perform a "DropWeapon" action - it won't work if [0,0,0] is water (which it is, if the current map is an island) because the unit will be swimming.

Also, you cannot stack up actions right after the other. If you run a "DropWeapon" action when the current action animation is still going - it will not perform. There are a few more conditions for an action to perform, but relying on a hundred percent success of the action is not a good practice.