addAction: Difference between revisions

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{{Command|= Comments
{{TabView
____________________________________________________________________________________________


| ofp |= Game name
|selected= 2


|1.1|= Game version
|title1= {{TabView/GameTitle|ofp|tkoh}}
|content1=
{{RV|type=command


|arg= global |= Arguments in MP
|game1= ofp
|version1= 1.10


|eff= local |= Effects in MP
|game2= arma1
____________________________________________________________________________________________
|version2= 1.00


| {{Feature arma3| This command syntax is for Arma 3 only. For TKOH and older versions see [[addAction TKOH]]
|game3= arma2
If you are looking for the hold key action feature instead, check [[BIS_fnc_holdActionAdd]].}}
|version3= 1.00
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 (eg: building). Adding an action to the player obviously makes that action available to the player at all times. The appearance of onscreen text could be further tweaked with [[setUserActionText]]. For event handling of user interaction see [[inGameUISetEventHandler]]<br><br>


This command has [[local]] effect. Created action is only available on the computer where command was executed. To make action available to all players, command must be executed on all connected clients (see [[remoteExec]]). [[addAction]] is also ignored on dedicated server, because of no user interface. In Arma 3 [[addAction]] does not work on animals. This is intended behavior.  <br><br>
|game4= arma2oa
|version4= 1.50


Since Arma 3 v1.63.136787, two new params are available: ''radius'' and ''unconscious''.
|game5= tkoh
|= Description
|version5= 1.00
____________________________________________________________________________________________


| unit '''addAction''' [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious] |= Syntax
|gr1= Interaction


|p1= <dl>
|arg= global
<dt style="clear:none;">unit:</dt>
<dd>[[Object]] - unit, vehicle or static object</dd>             
<dt>title:</dt>
<dd>[[String]] - The action name which is displayed in the action menu, may contain [[Structured Text|XML like syntax]]. Because of that '''<''' and '''>''' symbols will be interpreted as opening and closing XML tags. To avoid this use '''&amp;lt;''' for '''<''' and '''&amp;gt;''' for '''>'''. The title text can be changed with [[setUserActionText]]</dd>
<dt>script:</dt>
<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]] 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]].
<ul><li>Parameters array passed to the script upon activation in ''[[_this]]'' variable is: [''target'', ''caller'', ''ID'', ''arguments'']</li>
<li>''target'' (''_this select 0''): [[Object]] - the object which the action is assigned to</li>
<li>''caller'' (''_this select 1''): [[Object]] - the unit that activated the action</li>
<li>''ID'' (''_this select 2''): [[Number]] - ID of the activated action (same as ID returned by [[addAction]])</li>
<li>''arguments'' (''_this select 3''): [[Anything]] - arguments given to the script if you are using the extended syntax</li>
</ul></dd>
<dt>arguments:</dt>
<dd>''(Optional)'': [[Anything]] - Arguments to pass to the script (will be ''_this select 3'' inside the script). If [[Array]] is used as an argument for example, its 1st element reference would be ''_this select 3 select 0''. Default value: [[nil]]</dd>
<dt>priority:</dt>
<dd>''(Optional)'': [[Number]] - 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'). Default value: 1.5</dd>
<dt>showWindow:</dt>
<dd>''(Optional)'': [[Boolean]] - 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. Default value: [[true]]</dd>
<dt>hideOnUse:</dt>
<dd>''(Optional)'': [[Boolean]] - 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. Default value: [[true]]</dd>
<dt>shortcut:</dt>
<dd>''(Optional)'': [[String]] - 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. Default value: ""</dd>
<dt>condition:</dt>
<dd>''(Optional)'': [[String]] - script code that must return [[true]] for the action to be shown. Special variables passed to the script code are ''_target'' (unit to which action is attached to) and ''_this'' (caller/executing unit). Default value: "true"
<div style="margin-left:2em;">'''NOTE:''' <u>condition</u> is evaluated on each frame in non-scheduled environment. If action is added to some object and not to [[player]], <u>condition</u> will only get evaluated IF player is closer than 15m to the object AND is looking at the object. If action is added to [[player]], the <u>condition</u> is evaluated all the time.</div></dd>
<dt>radius:</dt>
<dd>''(Optional)'': [[Number]] - Distance in meters the unit activating the action must be within to activate it. -1 disables this radius. Default (and max) value: 15</dd>
<dt>unconscious:</dt>
<dd>''(Optional)'': [[Boolean]] - if [[true]] will be shown to incapacitated player (see [[setUnconscious]], [[lifeState]]). Default value: [[false]]</dd></dl>|=


| [[Number]]
|eff= local


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]] |= Return value
|descr= 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]].
____________________________________________________________________________________________
 
|x1= Short and sweet:<code>[[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!", [[_this]] [[select]] 3]}, [[name]] [[player]]];
[[player]] [[addAction]] ["String Exec", "[[hint]] 'this is also compiled'"];</code> |= Example 1


|x2= [[SQF]] file example: <code>_act = [[player]] [[addAction]] ["Exec the file", "somescript.sqf"]</code>
|mp= The command will be ignored on dedicated servers, probably because no UI exists.
somescript.sqf:
<code>[[hint]] [[str]] _this;</code> |= Example 2


|x3= [[SQS]] file example: <code>_genAct = generator [[addAction]] ["Switch on generator", "activate_generator.sqs"]</code>
|pr= {{Feature|ofp|Due to a bug in {{ofp}}, actions added ''via'' [[addAction]] do not get properly updated after mounting vehicles. When several actions are available while mounting a vehicle and it drives away from the actions' position, they will still be shown in the menu until dismounting/boarding the vehicle again.}}
activate_generator.sqs:
<code>_gen = [[_this]] [[select]] 0
_caller = [[_this]] [[select]] 1
_id = [[_this]] [[select]] 2
<nowiki>;</nowiki> remove the action once it is activated
_gen [[removeAction]] _id</code>


This example shows an action called "Switch on generator" added to an object with the name 'generator'. As soon as the player gets close to this object, he can execute the given action via the action menu. Then the script 'activate_generator.sqs' is executed, which in our example only removes the action from the generator. |= Example 3
|s1= object [[addAction]] [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip]


|x4=Create object on dedicated server and add action to the object on every client:<code>[[if]] ([[isDedicated]]) [[then]]
|p1= '''object''': [[Object]] - unit, vehicle or static object. '''No [[createAgent|agents]]!'''
{
 
_obj = "some_obj_class" [[createVehicle]] [1234, 1234, 0];
|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 {{hl|&amp;lt;}} for '''&lt;''' and {{hl|&amp;gt;}} for '''&gt;'''. The title text appearance can be changed with [[setUserActionText]]
[_obj, ["Greetings!", {[[hint]] "Hello!"}]] [[remoteExec]] ["addAction", -2, _obj];
 
};</code>|= Example 4
|p3= '''script''': [[String]] or {{GVI|tkoh|1.00|size= 0.75}} [[Code]] - path to the script file relative to the mission folder, or code to execute. It 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:
<sqf>params ["_target", "_caller", "_actionId", "_arguments"];</sqf>
* '''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
 
|p4= '''arguments''': [[Anything]] - (Optional, default [[nil]]) arguments to pass to the script. Accessible with <sqf inline>_this select 3</sqf> inside the script. If [[Array]] is used as an argument for example, its first element reference would be <sqf inline>_this select 3 select 0</sqf>
|p4since= arma1 1.00
 
|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 to 6
|p5since= arma1 1.00
 
|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'' set to [[true]] will be shown
|p6since= arma1 1.00
 
|p7= '''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
|p7since= arma1 1.00
 
|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
|p8since= arma1 1.00
 
|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
* ''_this'': [[Object]] - Caller person to whom the action is shown (or not shown if ''condition'' returns [[false]])
* ''_originalTarget'': [[Object]] - The original object to which the action is attached, regardless if the object/unit is in a vehicle or not
{{Feature|important|
* ''condition'' is evaluated on each frame in [[Scheduler#Unscheduled Environment|unscheduled environment]].
* ''condition'' is '''not''' evaluated if a dialog is open.
* If action is added to an object and not to the [[player]], ''condition'' will only get evaluated if the 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.}}
|p9since= arma2 1.00
 
|p10= '''positionInModel''': [[String]] - (Optional, default "") name of the named selection in the model for positioning the action in 3D space; typically a memory point
|p10since= tkoh 1.00
 
|p11= '''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
|p11since= tkoh 1.00
 
|p12= '''radiusView''': [[Number]] - (Optional, default '''unknown''') maximum distance in meters the cursor can be away from the 3D action to activate it. -1 disables this radius
|p12since= tkoh 1.00
 
|p13= '''showIn3D''': [[Number]] - (Optional, default '''unknown''') condition for showing the action in 3D space. Can be combined e.g. <sqf inline>2 + 32</sqf>
* 1 - show
* 2 - draw if unit is pilot
* 4 - draw if unit is inside vehicle
* 8 - draw if unit is outside vehicle
* 16 - draw if not in external camera
* 32 - draw if not in internal camera
* 64 - draw if not in gunner camera (turret optics)
|p13since= tkoh 1.00
 
|p14= '''available''': [[Number]] - (Optional, default '''unknown''') condition for being able to activate the action. Can be combined e.g. <sqf inline>1 + 4</sqf>
* 0 - disabled
* 1 - unit is pilot or copilot
* 2 - unit is inside target
* 4 - unit is not inside target
|p14since= tkoh 1.00
 
|p15= '''textDefault''': [[String]] - (Optional, default "") structured Text which is shown as the 3D action (so it can be an icon), or in the center of the screen when the action is highlighted in the action menu for a 2D action
|p15since= tkoh 1.00
 
|p16= '''textToolTip''': [[String]] - (Optional, default "") structured Text which is faded in under the textDefault when hovering over the action in 3D space
|p16since= tkoh 1.00
 
|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 the [[#Syntax|''script'' parameter]])
 
|x1= <sqf>
// 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'"];
</sqf>
 
|x2= <sqf>_actionID = player addAction ["Exec the file", "scriptFile.sqf"];</sqf>
'''scriptFile.sqf:'''
<sqf>hint str _this;</sqf>
 
|x3= {{tkoh}}:
<sqf>
_heli addAction
[
"Test",
"myTest.sqf",
"",
1,
true,
true,
"",
"true",
"display1",
2,
0.25,
9,
0,
"<img image='\HSim\UI_H\data\ui_action_autohover_ca.paa' size='1.8' shadow=0 />",
"<br />My test tooltip"
];
</sqf>
 
|seealso= [[actionIDs]] [[actionParams]] [[setUserActionText]] [[inGameUISetEventHandler]] [[showHUD]] [[inputAction]] [[removeAction]] [[removeAllActions]] [[action]]
}}
 
|title2= {{TabView/GameTitle|arma3}}
|content2=
{{RV|type=command
 
|game1= arma3
|version1= 0.50
 
|arg= global
 
|eff= local
 
|gr1= Interaction
 
|descr= 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]].
 
|mp= The command will be ignored on dedicated servers, probably because no UI exists.
 
|s1= object [[addAction]] [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]
 
|p1= '''object''': [[Object]] - unit, vehicle or static object. '''No [[createAgent|agents]] and [[Arma 3: Simple Objects|simple objects]]!'''
 
|p2= '''title''': [[String]] - the action name 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 {{hl|&amp;lt;}} for '''&lt;''' and {{hl|&amp;gt;}} for '''&gt;'''. The title text appearance can be changed with [[setUserActionText]]
 
|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:
<sqf>params ["_target", "_caller", "_actionId", "_arguments"];</sqf>
* '''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
 
|p4= '''arguments''': [[Anything]] - (Optional, default [[nil]]) arguments to pass to the script. Accessible with <sqf inline>_this select 3</sqf> inside the script. If [[Array]] is used as an argument for example, its first element reference would be <sqf inline>_this select 3 select 0</sqf>
 
|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 to 6
 
|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'' set to [[true]] will be shown


____________________________________________________________________________________________
|p7= '''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


| [[actionIDs]], [[actionParams]], [[setUserActionText]], [[inGameUISetEventHandler]], [[showHUD]], [[inputAction]], [[removeAction]], [[removeAllActions]], [[action]] |= See also
|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


|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
* ''_this'': [[Object]] - Caller person to whom the action is shown (or not shown if ''condition'' returns [[false]])
* ''_originalTarget'': [[Object]] - The original object to which the action is attached, regardless if the object/unit is in a vehicle or not
* ''_actionId'': [[Number]] - checked action's ID (same as [[addAction]]'s return value)
{{Feature|warning|If the player is the group leader, has an action added to them, and selects a subordinate, {{hl|''_this''}} alternatively switches between the player and this selected unit - RPT logging {{hl|Unknown attribute itemsCmd}} in the process.}}
{{Feature|important|
* ''condition'' is evaluated on each frame in [[Scheduler#Unscheduled Environment|unscheduled environment]].
* ''condition'' is '''not''' evaluated if a dialog is open.
* If action is added to an object and not to the [[player]], ''condition'' will only get evaluated if the 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.
}}
}}


<h3 style="display:none">Notes</h3>
|p10= '''radius''': [[Number]] - (Optional, default 50) maximum 3D [[distance]] in meters between the activating unit's [[eyePos]] and ''object''<nowiki/>'s ''memoryPoint'', ''selection'' or [[position]]. -1 disables the radius; hardcoded limit is '''50'''
<dl class="command_description">
|p10since= arma3 1.64
<!-- Note Section BEGIN -->
 
<dd class="notedate">Posted on August 2, 2006 - 10:10
|p11= '''unconscious''': [[Boolean]] - (Optional, default [[false]]) if [[true]] will be shown to incapacitated player. See also [[setUnconscious]] and [[lifeState]]
<dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">
|p11since= arma3 1.64
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:
<code>_myaction = [[player]] [[addAction]] ["Hello", "hello.sqs"];</code>
This stores the action's ID in the local variable "_myaction" and assists in keeping track of the action ID.
To remove the above action, you would use the following line:
<code>[[player]] [[removeAction]] _myaction;</code>
<!-- Note Section END -->
</dd>
</dl>


<h3 style="display:none">Bottom Section</h3>
|p12= '''selection''': [[String]] - (Optional, default "") ''object''<nowiki/>'s geometry LOD's named selection
|p12since= arma3 1.70


[[Category:Scripting Commands|ADDACTION]]
|p13= '''memoryPoint''': [[String]] - (Optional, default "") ''object''<nowiki/>'s memory point. If ''selection'' is supplied, ''memoryPoint'' is not used
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
|p13since= arma3 1.82
[[Category:Command_Group:_Activators|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]


<!-- CONTINUE Notes -->
|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 the [[#Syntax 2|''script'' parameter]])
<dl class="command_description">
<dd class="notedate">Posted on June 19, 2014 - 15:01 (UTC)</dd>
<dt class="note">'''[[User:Krzmbrzl00|Krzmbrzl00]]'''</dt>
<dd class="note">If executing ''actual script code'' like this:
<code>_unit [[addAction]] [ "yourAction", { [[hint]] "A line of code" } ];</code>
:you can have a user action that uses and/or affects variables used elsewhere in the script that adds the action.
'''But beware!'''<br>
The variable(s) must be global otherwise it won't work! ''i.e.''
;Fail:<code>_variable = [[false]];<br>_unit [[addAction]] [ "action", { _variable = [[true]] } ];</code>
;Succeed:<code>variable = [[false]];<br>_unit [[addAction]] [ "action", { variable = [[true]] } ];</code>
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
|x1= <sqf>
<dl class="command_description">
// short and sweet
<dd class="notedate">Posted on March 10, 2015 - 09:55 (UTC)</dd>
player addAction ["a useless action that does nothing", {}];
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
player addAction ["<t color='#FF0000'>This Useless Action Is RED</t>", { hint "RED" }];
<dd class="note">
player addAction ["Hint Hello!", { hint format ["Hello %1!", name player] }];
Actionception:<code>actions = [];
player addAction ["String Exec", "hint 'this is also compiled'"];
actions [[set]] [0, [[player]] [[addAction]] ["Actionception", {
</sqf>
[[if]] ([[count]] actions == 1) [[then]] {
actions [[set]] [1, [[player]] [[addAction]] [" Actionception ", {
[[if]] ([[count]] actions == 2) [[then]] {
actions [[set]] [2, [[player]] [[addAction]] [" Actionception  ", {
[[if]] ([[count]] actions == 3) [[then]] {
actions [[set]] [3, [[player]] [[addAction]] ["   Actionception  ", {
{
[[player]] [[removeAction]] [[Magic Variables|_x]];
} [[forEach]] actions;
}, [], 10, [[false]], [[true]]]];
};
}, [], 10, [[false]], [[false]]]];
};
}, [], 10, [[false]], [[false]]]];
};
}, [], 10, [[false]], [[false]]]];</code>


Function to remove user actions with unknown ids:
|x2= <sqf>_actionID = player addAction ["Exec the file", "scriptFile.sqf"];</sqf>
<code>KK_fnc_removeUnknownUserActions <nowiki>=</nowiki> {
'''scriptFile.sqf:'''
[[for]] "_i" [[from]] 0 [[to]] ([[player]] [[addAction]] ["",""]) [[do]] {
<sqf>hint str _this;</sqf>
[[if]] !(_i [[in]] [[_this]]) [[then]] {
 
[[player]] [[removeAction]] _i;
|x3= <sqf>
};
// create object on the server and add action to the object on every client
};
if (isServer) then
};</code>
{
To test:
private _object = "some_obj_class" createVehicle [1234, 1234, 0];
<code>[[for]] "_i" [[from]] 0 [[to]] 9 [[do]] {
[_object, ["Greetings!", { hint "Hello!"; }]] remoteExec ["addAction"]; // Note: does not return action id
[[player]] [[addAction]] ["Action #" + [[str]] _i, {
[0,5,6] [[call]] KK_fnc_removeUnknownUserActions;
}];
};
};
</code>
</sqf>
Removes all user actions but 0, 5 and 6.
 
</dd>
|x4= Default parameters:
</dl>
<sqf>
<!-- DISCONTINUE Notes -->
this addAction
[
"title",
{
params ["_target", "_caller", "_actionId", "_arguments"];
},
nil,
1.5,
true,
true,
"",
"true",
50,
false,
"",
""
];
</sqf>
 
|x5= Default parameters with comments:
<sqf>
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
];
</sqf>


<!-- CONTINUE Notes -->
|seealso= [[actionIDs]] [[actionParams]] [[setUserActionText]] [[inGameUISetEventHandler]] [[showHUD]] [[inputAction]]
<dl class="command_description">
[[removeAction]], [[removeAllActions]], [[action]], [[BIS_fnc_holdActionAdd]]
<dd class="notedate">Posted on July 18, 2016 - 01:13 (UTC)</dd>
}}
<dt class="note">'''[[User:longbow|longbow]]'''</dt>
}}
<dd class="note">
 
'''A3 v1.62.137494''': Condition is not evaluated when map is opened (and probably also true for other displays or opened dialog)
{{Note
</dd>
|user= Dedmen
</dl>
|timestamp= 20180502134400
<!-- DISCONTINUE Notes -->
|text= 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
<sqf>
private _actionId = player addAction ["Heal", {}];
player setUserActionText [_actionId, "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];
</sqf>
}}
 
{{Note
|user= PierreMGI
|timestamp= 20200512104200
|text= [[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 ([[Event Scripts#onPlayerRespawn.sqf|onPlayerRespawn.sqf]] or [[addMissionEventHandler]] "entityRespawned" or addMPEventHandler "MPrespawn"...
You can use [[removeAllActions]] on corpse.
}}
 
{{Note
|user= Leopard20
|timestamp= 20220828215200
|text= If the server blocks [[execVM]] in [[Arma 3: CfgRemoteExec|CfgRemoteExec]], you can't use path to script:
<sqf>
_obj addAction ["Test", "path\script.sqf"]; // "path\script.sqf" won't execute
</sqf>
 
You can, however, do this:
 
<sqf>
_obj addAction ["Test", { _this spawn compile preprocessFileLineNumbers "path\script.sqf" }];
</sqf>
 
But it's recommended to use functions if the script is called frequently.
}}

Latest revision as of 19:48, 3 September 2024

Logo A0.png Operation Flashpoint to tkoh logo small.png Take On Helicopters
Arma 3 logo black.png Arma 3
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.
Multiplayer:
The command will be ignored on dedicated servers, probably because no UI exists.
Problems:
Operation Flashpoint
Due to a bug in Operation Flashpoint, actions added via addAction do not get properly updated after mounting vehicles. When several actions are available while mounting a vehicle and it drives away from the actions' position, they will still be shown in the menu until dismounting/boarding the vehicle again.
Groups:
Interaction

Syntax

Syntax:
object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, positionInModel, radius, radiusView, showIn3D, available, textDefault, textToolTip]
Parameters:
object: Object - unit, vehicle or static object. No agents!
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 tkoh logo small.png1.00 Code - path to the script file relative to the mission folder, or code to execute. It 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
since Logo A1 black.png1.00
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
since Logo A1 black.png1.00
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
since Logo A1 black.png1.00
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
since Logo A1 black.png1.00
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
since Logo A1 black.png1.00
shortcut: String - (Optional, default "") one of the 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
since Logo A2.png1.00
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
  • _this: Object - Caller person to whom the action is shown (or not shown if condition returns false)
  • _originalTarget: Object - The original object to which the action is attached, regardless if the object/unit is in a vehicle or not
  • condition is evaluated on each frame in unscheduled environment.
  • condition is not evaluated if a dialog is open.
  • If action is added to an object and not to the player, condition will only get evaluated if the 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.
since tkoh logo small.png1.00
positionInModel: String - (Optional, default "") name of the named selection in the model for positioning the action in 3D space; typically a memory point
since tkoh logo small.png1.00
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 tkoh logo small.png1.00
radiusView: Number - (Optional, default unknown) maximum distance in meters the cursor can be away from the 3D action to activate it. -1 disables this radius
since tkoh logo small.png1.00
showIn3D: Number - (Optional, default unknown) condition for showing the action in 3D space. Can be combined e.g. 2 + 32
  • 1 - show
  • 2 - draw if unit is pilot
  • 4 - draw if unit is inside vehicle
  • 8 - draw if unit is outside vehicle
  • 16 - draw if not in external camera
  • 32 - draw if not in internal camera
  • 64 - draw if not in gunner camera (turret optics)
since tkoh logo small.png1.00
available: Number - (Optional, default unknown) condition for being able to activate the action. Can be combined e.g. 1 + 4
  • 0 - disabled
  • 1 - unit is pilot or copilot
  • 2 - unit is inside target
  • 4 - unit is not inside target
since tkoh logo small.png1.00
textDefault: String - (Optional, default "") structured Text which is shown as the 3D action (so it can be an icon), or in the center of the screen when the action is highlighted in the action menu for a 2D action
since tkoh logo small.png1.00
textToolTip: String - (Optional, default "") structured Text which is faded in under the textDefault when hovering over the action in 3D space
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 the 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:
Example 3:
Take On Helicopters:
_heli addAction [ "Test", "myTest.sqf", "", 1, true, true, "", "true", "display1", 2, 0.25, 9, 0, "<img image='\HSim\UI_H\data\ui_action_autohover_ca.paa' size='1.8' shadow=0 />", "<br />My test tooltip" ];

Additional Information

See also:
actionIDs actionParams setUserActionText inGameUISetEventHandler showHUD inputAction removeAction removeAllActions action

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.
Multiplayer:
The command will be ignored on dedicated servers, probably because no UI exists.
Groups:
Interaction

Syntax

Syntax:
object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint]
Parameters:
object: Object - unit, vehicle or static object. No agents and simple objects!
title: String - the action name 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
shortcut: String - (Optional, default "") one of the 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
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
  • _this: Object - Caller person to whom the action is shown (or not shown if condition returns false)
  • _originalTarget: Object - The original object to which the action is attached, regardless if the object/unit is in a vehicle or not
  • _actionId: Number - checked action's ID (same as addAction's return value)
If the player is the group leader, has an action added to them, and selects a subordinate, _this alternatively switches between the player and this selected unit - RPT logging Unknown attribute itemsCmd in the process.
  • condition is evaluated on each frame in unscheduled environment.
  • condition is not evaluated if a dialog is open.
  • If action is added to an object and not to the player, condition will only get evaluated if the 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.
since Arma 3 logo black.png1.64
radius: Number - (Optional, default 50) maximum 3D distance in meters between the activating unit's eyePos and object's memoryPoint, selection or position. -1 disables the radius; hardcoded limit is 50
since Arma 3 logo black.png1.64
unconscious: Boolean - (Optional, default false) if true will be shown to incapacitated player. See also setUnconscious and lifeState
since Arma 3 logo black.png1.70
selection: String - (Optional, default "") object's geometry LOD's named selection
since Arma 3 logo black.png1.82
memoryPoint: String - (Optional, default "") object's memory point. If selection is supplied, memoryPoint is not used
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 the 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:
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", 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:
actionIDs actionParams setUserActionText inGameUISetEventHandler showHUD inputAction 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
Dedmen - c
Posted on May 02, 2018 - 13:44 (UTC)
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 _actionId = player addAction ["Heal", {}]; player setUserActionText [_actionId, "Heal", "<img size='2' image='\a3\ui_f\data\IGUI\Cfg\Actions\heal_ca'/>"];
PierreMGI - c
Posted on May 12, 2020 - 10:42 (UTC)
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.
Leopard20 - c
Posted on Aug 28, 2022 - 21:52 (UTC)
If the server blocks execVM in CfgRemoteExec, you can't use path to script:
_obj addAction ["Test", "path\script.sqf"]; // "path\script.sqf" won't execute
You can, however, do this:
_obj addAction ["Test", { _this spawn compile preprocessFileLineNumbers "path\script.sqf" }];
But it's recommended to use functions if the script is called frequently.