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{{Feature | important | The argument's [[Multiplayer Scripting#Locality|locality]] is ''usually'' local, but some actions can take a global argument (e.g "Eject", "GetOut", "GetInXXXX", "MoveToXXXX"). See [[:Category:Actions]] for more details.}} | {{Feature | important | The argument's [[Multiplayer Scripting#Locality|locality]] is ''usually'' local, but some actions can take a global argument (e.g "Eject", "GetOut", "GetInXXXX", "MoveToXXXX"). See [[:Category:Actions]] for more details.}} | ||
{{Feature | Informative | 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, {{ | {{Feature | Informative | 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, {{ic|[[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.}} | ||
| unit [[action]] actionArray | | unit [[action]] actionArray |
Revision as of 18:10, 27 February 2021
Description
- Description:
- Description needed
- Groups:
- Interaction
Syntax
- Syntax:
- Syntax needed
- Parameters:
- unit: Object
- actionArray: Array
- Return Value:
- Return value needed
Examples
Additional Information
- See also:
- actionIDsactionParamsaddActionsetUserActionTextinGameUISetEventHandlershowHUDinputActionremoveActionremoveAllActions
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 28 Aug, 2009
- tom_48_97
- 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.
- Posted on March 27, 2015 - 17:57 (UTC)
- DreadedEntity
- This command has no effect when a dead unit is used as input.
- Posted on June 27, 2017 - 02:15 (UTC)
- DrSova
-
player action ["SWITCHWEAPON", player, player, -1]
Switching weapon to the back. - Posted on July 20, 2017 - 12:22 (UTC)
- Yuval
-
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.