action: Difference between revisions

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m (Text replacement - "[[Category:Scripting_Commands_Take_On_Helicopters" to "[[Category:Scripting Commands Take On Helicopters")
(Description refresh)
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|1.00|Game version=
|1.00|Game version=


<!--
|arg= local |Multiplayer Arguments=
|arg= local |Multiplayer Arguments=
-->


|eff= global |Multiplayer Effects=
|eff= global |Multiplayer Effects=
____________________________________________________________________________________________
____________________________________________________________________________________________


| Make a unit to perform an action. Use the [[action/list|List of Actions]] for reference about the available actions and their syntax.  
| Make a unit perform an action. See [[:Category:Actions]] for action names and syntaxes.


[[Image:arguments_global.gif]]
{{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.}}
<br><br>{{Informative |
{{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, {{Inline code|[[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.}} |DESCRIPTION=
* While this command should be executed where unit is [[local]], it is not always the case. Actions such as "Eject", "GetOut", "GetInXXXX", "MoveToXXXX", etc can be executed on remote units.  
* In SP, when user Alt+Tabs the simulation is paused and so the action will also halt until user returns to the game. For example, <tt>[[player]] [[action]] ["GetInDriver", car]</tt> executed while user is Alt+Tabbed will result in user seeing the action happening when he returns to the game screen. This doesn't happen in MP.}} |DESCRIPTION=
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____________________________________________________________________________________________


| unit '''action''' actionArray |SYNTAX=
| unit [[action]] actionArray |SYNTAX=


|p1= unit: [[Object]] |PARAMETER1=
|p1= unit: [[Object]] |PARAMETER1=
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| [[actionIDs]], [[actionParams]], [[addAction]], [[setUserActionText]], [[inGameUISetEventHandler]], [[showHUD]], [[inputAction]], [[removeAction]], [[removeAllActions]]|SEEALSO=
| [[actionIDs]], [[actionParams]], [[addAction]], [[setUserActionText]], [[inGameUISetEventHandler]], [[showHUD]], [[inputAction]], [[removeAction]], [[removeAllActions]]|SEEALSO=


}}
}}
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<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on 28 Aug, 2009
<dt class="note">'''[[User:Tom_48_97|tom_48_97]]'''<dd class="note">
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.
<!-- Note Section END -->
</dl>


<h3 style="display:none">Bottom Section</h3>
<dd class="notedate">Posted on 28 Aug, 2009</dd>
 
<dt class="note">[[User:Tom_48_97|tom_48_97]]</dt>
[[Category:Scripting Commands|ACTION]]
<dd class="note">
[[Category:Scripting Commands OFP 1.99|ACTION]]
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.
[[Category:Scripting Commands OFP 1.96|ACTION]]
</dd>
[[Category:Scripting Commands OFP 1.46|ACTION]]
[[Category:Scripting Commands ArmA|ACTION]]
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]


<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on March 27, 2015 - 17:57 (UTC)</dd>
<dd class="notedate">Posted on March 27, 2015 - 17:57 (UTC)</dd>
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
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This command has no effect when a dead unit is used as input.
This command has no effect when a dead unit is used as input.
</dd>
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on June 27, 2017 - 02:15 (UTC)</dd>
<dd class="notedate">Posted on June 27, 2017 - 02:15 (UTC)</dd>
<dt class="note">[[User:DrSova|DrSova]]</dt>
<dt class="note">[[User:DrSova|DrSova]]</dt>
<dd class="note">
<dd class="note">
<code>player action ["SWITCHWEAPON",player,player,-1]</code>
<code>[[player]] [[action]] ["SWITCHWEAPON", [[player]], [[player]], -1]</code>
Switching weapon to the back.
Switching weapon to the back.
</dd>
</dd>
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on July 20, 2017 - 12:22 (UTC)</dd>
<dd class="notedate">Posted on July 20, 2017 - 12:22 (UTC)</dd>
<dt class="note">[[User:Yuval|Yuval]]</dt>
<dt class="note">[[User:Yuval|Yuval]]</dt>
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Some of the actions (such as "DropWeapon") do not always execute, and there should be a set of conditions for them to run.
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.
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.<br><br />
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.<br>
 
<br>
 
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.
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.
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.
</dd>
</dd>
<!-- Note Section END -->
</dl>
</dl>
<!-- DISCONTINUE Notes -->
 
<h3 style="display:none">Bottom Section</h3>
 
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Command Group: Unit Control|{{uc:{{PAGENAME}}}}]]

Revision as of 12:04, 2 May 2020

Hover & click on the images for description

Description

Description:
Make a unit perform an action. See Category:Actions for action names and syntaxes.
The argument's locality is usually local, but some actions can take a global argument (e.g "Eject", "GetOut", "GetInXXXX", "MoveToXXXX"). See Category:Actions for more details.
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.
Groups:
Uncategorised

Syntax

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

Examples

Example 1:
player action ["SitDown", player];
Example 2:
_soldier action ["Eject", vehicle _soldier];

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

Notes

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.

Bottom Section