buttonSetAction: Difference between revisions
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[[Category:Scripting Commands OFP 1.96|BUTTONSETACTION]]  | [[Category:Scripting Commands OFP 1.96|BUTTONSETACTION]]  | ||
[[Category:Scripting Commands ArmA|BUTTONSETACTION]]  | [[Category:Scripting Commands ArmA|BUTTONSETACTION]]  | ||
Revision as of 08:40, 25 September 2014
Description
- Description:
 - Set the action of a control of the currently active user dialog. Can be used for buttons and active texts. See Dialog Control for more information about user dialogs.
 - Groups:
 - Uncategorised
 
Syntax
- Syntax:
 - buttonSetAction [idc, action]
 - Parameters:
 - [idc, action]: Array
 - idc: Number - control ID
 - action: String - code body that should be executed when the button/active text is clicked
 - Return Value:
 - Nothing
 
Alternative Syntax
- Syntax:
 - control buttonSetAction action
 - Parameters:
 - control: Control
 - action: String
 - Return Value:
 - Nothing
 
Examples
- Example 1:
 buttonSetAction [100, "player exec ""reply.sqs"""]
Additional Information
- See also:
 - buttonActionctrlActivate
 
Notes
- 
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Only post proven facts here! Add Note 
Notes
- Posted on October 5, 2009 - 16:23
 - kungtotte
 - 
When using buttonSetAction for an ActiveText control from a script, you cannot use any variables local to the script in it.
/* This will print 'any bar' in the hint box, since _foo has no value according to buttonSetAction */ _foo = "foo"; buttonSetAction [100, "hint format[""%1 bar"", _foo];"];
 
Bottom Section
Categories: 
- Scripting Commands
 - Introduced with Operation Flashpoint version 1.5
 - Operation Flashpoint: New Scripting Commands
 - Operation Flashpoint: Scripting Commands
 - Command Group: Uncategorised
 - Scripting Commands: Local Effect
 - Scripting Commands OFP 1.99
 - Scripting Commands OFP 1.96
 - Scripting Commands ArmA
 - Scripting Commands ArmA2
 - Command Group: GUI Control
 - Scripting Commands Arma 3
 - Scripting Commands Take On Helicopters