Actions – ArmA: Armed Assault
mNo edit summary |
(adding syntax, examples, descriptions of effects.. (WIP)) |
||
Line 1: | Line 1: | ||
= Introduction = | = Introduction = | ||
Actions are events that are usually executed in-game by the player by using the action menu, or by using the action branch of the command menu when executing them upon AI in the the player's group. Actions can also be performed by and upon arbitrary units using the [[action]] script command. Executing an action in this way will generally create only the basic effect of that seen when starting actions using the action menu, so it may be necessary to script some additional effects so as not to break immersion. For example, the [[#DEACTIVATE|"deactivate"]] action does not checks the distance between the satchel and the collecting unit, so it could be used to pick up a satchel that is many kilometers away. Note that many actions can be executed by a completely different unit than the target unit, although in many cases it makes more sense to use the same unit. | |||
= Syntax = | = Syntax = | ||
Line 17: | Line 17: | ||
== AUTOHOVER == | == AUTOHOVER == | ||
''' | '''helicopterName action ["AUTOHOVER", helicopterName]''' | ||
Toggles hovering on and off. (Only works if player is pilot) | Toggles auto-hovering on and off. (Only works if player is pilot) | ||
Example: | |||
<code>ChopperOne action ["AUTOHOVER", ChopperOne]</code> | <code>ChopperOne action ["AUTOHOVER", ChopperOne]</code> | ||
== CANCELACTION == | == CANCELACTION == | ||
'''["CANCELACTION", <target>]''' | '''unit action ["CANCELACTION", <target>]''' | ||
Cancels the action in progress. | |||
Example: | |||
<code>soldierOne action ["CANCELACTION", soldierOne]</code> | |||
== CANCELLAND == | == CANCELLAND == | ||
''' | '''planeName action ["CANCELLAND", planeName]''' | ||
Cancel autopilot landing for ' | Cancel autopilot landing for 'planeName'. | ||
<code> | Example: | ||
<code>planeOne action ["CANCELLAND", planeOne]</code> | |||
Line 41: | Line 48: | ||
== DEACTIVATE == | == DEACTIVATE == | ||
''' | '''unitOne action ["DEACTIVATE", unitTwo,<object>]''' | ||
Soldier ' | Soldier 'unitOne' will bend down as if to deactivate a satchel charge that has been placed by unitTwo.<br> | ||
This | This can happen from any distance (i.e. unitOne will not walk up to the charge to deactivate it, but do it 'remotely').<br> | ||
If | If unitTwo is nearby the charge when it is being deactivated it return to its inventory. | ||
<code> | Example: | ||
<code>soldierOne action ["DEACTIVATE", SoldierOne, mySatchelCharge]</code> | |||
== DEACTIVATEMINE == | == DEACTIVATEMINE == | ||
'''["DEACTIVATEMINE", | '''unitOne ["DEACTIVATEMINE", unitTwo]''' | ||
UnitOne will bend down. The mine closest to unitTwo will be deactivated, so long as it is within around 2 meters. | |||
Line 64: | Line 74: | ||
Soldier 'unitname' will put a magazine or weapon ([[:Category: Weapons|see list]]) on the ground (Weaponholder) or into named vehicle (ammo box, car, etc.). | Soldier 'unitname' will put a magazine or weapon ([[:Category: Weapons|see list]]) on the ground (Weaponholder) or into named vehicle (ammo box, car, etc.). | ||
Example: | |||
<code>SoldierOne action ["DROPMAGAZINE", CarOne, "AK74"]</code> | <code>SoldierOne action ["DROPMAGAZINE", CarOne, "AK74"]</code> | ||
== EJECT == | == EJECT == | ||
''' | '''unitName action ["EJECT", vehicleName]''' | ||
Soldier ' | Soldier 'unitName' will jump out of 'vehicleName'. (Via parachute in case of planes & helicopters.) | ||
Example: | |||
<code>SoldierOne action ["EJECT", ChopperOne]</code> | <code>SoldierOne action ["EJECT", ChopperOne]</code> | ||
== ENGINEON / ENGINEOFF == | == ENGINEON / ENGINEOFF == | ||
''' | '''unitName action ["ENGINEON", vehicleName]'''<br> | ||
''' | '''unitName action ["ENGINEOFF", vehicleName]''' | ||
Soldier ' | Soldier 'unitName' will turn engine of 'vehicleName' either on or off.<br> | ||
<code>SoldierOne action ["ENGINEON", ChopperOne]</code> | <code>SoldierOne action ["ENGINEON", ChopperOne]</code> | ||
Line 95: | Line 106: | ||
== FLAPSUP / FLAPSDOWN == | == FLAPSUP / FLAPSDOWN == | ||
'''["FLAPSUP", <target>]'''<br /> | '''unit action ["FLAPSUP", <target>]'''<br /> | ||
'''["FLAPSDOWN", <target>]''' | '''unit action ["FLAPSDOWN", <target>]''' | ||
AI pilots will instantly change flaps to what they think is suitable. | |||
Line 149: | Line 162: | ||
== LADDERDOWN / LADDERUP == | == LADDERDOWN / LADDERUP == | ||
'''unitname action ["LADDERDOWN", building1]''' | '''unitname action ["LADDERDOWN", building1]''' | ||
'''unitname action ["LADDERDOWN", object ID]''' | '''unitname action ["LADDERDOWN", object ID]''' | ||
'''unitname action ["LADDERUP", building1]''' | '''unitname action ["LADDERUP", building1]''' | ||
'''unitname action ["LADDERUP", object ID]''' | '''unitname action ["LADDERUP", object ID]''' | ||
Soldier ' | '''unitName action ["LADDERDOWN", <target object>, <ladder index>, <position>]'''<br> | ||
'''unitName action ["LADDERUP", <target object>, <ladder index>, <position>]'''<br> | |||
Soldier 'unitName' will play the climbing onto ladder animation, then appear at the specified ladder location. If he is controlled by the AI, he will then either climb up or down the ladder and get off. | |||
<code> | Example: | ||
<code>unit1 action ["ladderOnUp", (position player nearestObject 452221), 0, 0]</code> | |||
== LADDEROFF == | == LADDEROFF == | ||
'''["LADDEROFF", <target | '''unitName action ["LADDEROFF", <target object>]''' | ||
Soldier 'unitName' will get off any ladder on <target object> he happens to be on. | |||
Example: | |||
<code>unit1 action ["LADDEROFF", (position player nearestObject 452221)]</code> | |||
== LADDERONUP / LADDERONDOWN == | == LADDERONUP / LADDERONDOWN == | ||
'''["LADDERONUP", <target>, <ladder index>, <ladder position>]''' | '''unitName action ["LADDERONUP", <target object>, <ladder index>, <ladder position>]''' | ||
'''["LADDERONDOWN", <target>, <ladder index>, <ladder position>]''' | '''unitName action ["LADDERONDOWN", <target object>, <ladder index>, <ladder position>]''' | ||
UnitName will play the appropriate getting on ladder animation and appear upon the ladder at the position given. If he is AI controlled, he will climb to the other end of the ladder and get off. | |||
== LAND == | == LAND == | ||
'''["LAND", <target>]''' | '''["LAND", <target>]''' | ||
Turns on the landing autopilot. | |||
== LANDGEAR == | == LANDGEAR == | ||
''' | '''unitName action ["LANDGEAR", planeName]''' | ||
Toggle landing gear on 'planename'.<br> | Toggle landing gear on 'planename'.<br> | ||
Line 190: | Line 214: | ||
<code> | <code>[[driver]] CarOne [[setBehaviour]] "safe";<br> | ||
[[driver]] CarOne [[setBehaviour]] "safe";<br> | CarOne [[action]] ["LIGHTON", CarOne];</code> | ||
CarOne [[action]] ["LIGHTON", CarOne]; | |||
</code> | |||
== LOADMAGAZINE == | == LOADMAGAZINE == | ||
Line 200: | Line 222: | ||
== MANUALFIRE == | == MANUALFIRE == | ||
''' | '''unitName action ["MANUALFIRE",<vehicle>]''' | ||
Toggles manual fire mode if player is driver of vehicle. | Toggles manual fire mode if player is driver or commander of vehicle. | ||
<code> | Example: | ||
<code>player action ["MANUALFIRE", vehicle player]</code> | |||
Line 229: | Line 252: | ||
== NVGOGGLES / NVGOGGLESOFF == | == NVGOGGLES / NVGOGGLESOFF == | ||
''' | '''unitName action ["NVGOGGLES", unitName2]'''<br> | ||
''' | '''unitName action ["NVGOGGLESOFF", unitName2]''' | ||
unitName puts his night vision goggles on/off. UnitName2 is apparently not used, but action requires a two element array. | |||
Example: | |||
<code>player action ["NVGOGGLES",ANYTHING]</code> | |||
<code>player action ["NVGOGGLES"]</code> | |||
Line 257: | Line 280: | ||
== SALUTE == | == SALUTE == | ||
''' | '''unitOne action ["SALUTE", unitTwo]''' | ||
UnitOne does nothing. UnitTwo salutes. If unitTwo is in safe or careless mode, salute will be held, otherwise it is only momentary. | |||
<code>SoldierOne action ["SALUTE", SoldierOne]</code> | <code>SoldierOne action ["SALUTE", SoldierOne]</code> | ||
Line 277: | Line 300: | ||
== SETTIMER == | == SETTIMER == | ||
''' | '''unitOne action ["SETTIMER", unitTwo, <bombName>]''' | ||
Soldier ' | Soldier 'unitOne' plays the action animation. UnitTwo activates and adds thirty seconds to the timer for a satchel charge. Neither unit needs to be near the satchel. | ||
Charge has to be places first | Charge has to be places first using ''unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"]'' command. | ||
== SITDOWN == | == SITDOWN == | ||
''' | '''unitOne action ["SITDOWN", unitTwo]''' | ||
Soldier ' | Soldier 'unitTwo' sits down.<br> | ||
Sitting position will only be held if unitTwo is in SAFE and CARELESS mode. | |||
<code>SoldierOne action ["SITDOWN", SoldierOne]</code> | <code>SoldierOne action ["SITDOWN", SoldierOne]</code> | ||
Line 296: | Line 318: | ||
'''unitname action ["STROKEFIST"]''' | '''unitname action ["STROKEFIST"]''' | ||
Soldier 'unitname' performs a boxing animation. | Soldier 'unitname' performs a boxing animation. Apparently not working in ArmA. | ||
<code>SoldierOne action ["STROKEFIST"]</code> | <code>SoldierOne action ["STROKEFIST"]</code> | ||
Line 304: | Line 326: | ||
'''unitname action ["STROKEGUN"]''' | '''unitname action ["STROKEGUN"]''' | ||
Soldier 'unitname' performs a hitting animation with his weapon. | Soldier 'unitname' performs a hitting animation with his weapon. Apparently not working in ArmA. | ||
<code>SoldierOne action ["STROKEGUN"]</code> | <code>SoldierOne action ["STROKEGUN"]</code> | ||
Line 310: | Line 332: | ||
== SWITCHWEAPON == | == SWITCHWEAPON == | ||
'''["SWITCHWEAPON", <target>, < | '''unitOne action ["SWITCHWEAPON", <target unit>, <target unit>, <muzzle index>]''' | ||
UnitOne plays the action animation. Target unit switches to the given muzzle index. Second element might be target vehicle, as seen with "USEWEAPON". | |||
Example: | |||
<code>unit2 action ["SWITCHWEAPON",unit1,unit1,7]</code> | |||
Line 316: | Line 343: | ||
'''unitname action ["TAKEFLAG", flag1]''' | '''unitname action ["TAKEFLAG", flag1]''' | ||
Soldier 'unitname' takes control of 'flag1'. | Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side. | ||
<code>SoldierOne action ["TAKEFLAG", FlagOne]</code> | <code>SoldierOne action ["TAKEFLAG", FlagOne]</code> | ||
Line 332: | Line 359: | ||
== TAKEMINE == | == TAKEMINE == | ||
'''["TAKEMINE", <target>]''' | '''unitName action ["TAKEMINE", <target unit>]''' | ||
UnitName will perform the action animation. Mine closest within two meters of the target unit will move to the target units inventory. | |||
Example: | |||
<code>unit1 action ["takeMine",unit2]</code> | |||
Line 340: | Line 372: | ||
== TOUCHOFF == | == TOUCHOFF == | ||
''' | '''unitOne action ["TOUCHOFF", unitTwo]''' | ||
Soldier ' | Soldier 'unitOne' plays the action animation. UnitTwo's satchels are "touched off". | ||
<code>unitname action ["TOUCHOFF", unitname]</code> | <code>unitname action ["TOUCHOFF", unitname]</code> | ||
Line 350: | Line 382: | ||
'''vehiclename action ["TURNOUT", vehiclename]''' | '''vehiclename action ["TURNOUT", vehiclename]''' | ||
Crew of 'vehiclename' turns in/out (gets in and out of hatches). | Crew of 'vehiclename' turns in/out (gets in and out of hatches). AI seems to like to stay turned in. | ||
<code>TankOne action ["TURNIN", TankOne]</code> | <code>TankOne action ["TURNIN", TankOne]</code> | ||
Line 360: | Line 392: | ||
== USER == | == USER == | ||
'''["USER", <target>, <action index>]''' | '''unitName ["USER", <target unit>, <action index>]''' | ||
Executes the custom action with the given index of the the target unit. See [[addAction]]. | |||
Example: | |||
<code>gameLogic action ["USER", player, n]</code> | |||
== USERTYPE == | == USERTYPE == | ||
'''["USERTYPE", <target>, <action index>]''' | '''["USERTYPE", <target>, <action index>]''' | ||
As of 1.07, this action will cause ArmA to crash. | |||
== USEWEAPON == | == USEWEAPON == | ||
'''["USEWEAPON", <target>, <weapon index>]''' | '''unitOne ["USEWEAPON", <target vehicle>, <target unit>, <weapon index>]''' | ||
UnitOne will play the action animation. Target vehicle (can be the unit) will fire the specified weapon mode index. Weapons may be fired while no readied (eg, on back). | |||
Example: | |||
<code>unit2 action ["useWeapon",vehicle unit1,unit1,0]</code> | |||
Line 376: | Line 419: | ||
Soldier 'unitname' takes weapon from/to back.<br> | Soldier 'unitname' takes weapon from/to back.<br> | ||
Change is persistent with player, but AI units will switch back if their [[setBehaviour|behaviour mode]] is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT & AWARE with WEAPONONBACK). | Change is persistent with player, but AI units will switch back if their [[setBehaviour|behaviour mode]] is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT & AWARE with WEAPONONBACK). Does not work in ArmA. | ||
<code>SoldierOne action ["WEAPONONBACK"]</code> | <code>SoldierOne action ["WEAPONONBACK"]</code> |
Revision as of 20:40, 14 May 2007
Introduction
Actions are events that are usually executed in-game by the player by using the action menu, or by using the action branch of the command menu when executing them upon AI in the the player's group. Actions can also be performed by and upon arbitrary units using the action script command. Executing an action in this way will generally create only the basic effect of that seen when starting actions using the action menu, so it may be necessary to script some additional effects so as not to break immersion. For example, the "deactivate" action does not checks the distance between the satchel and the collecting unit, so it could be used to pick up a satchel that is many kilometers away. Note that many actions can be executed by a completely different unit than the target unit, although in many cases it makes more sense to use the same unit.
Syntax
Parameters of scripting function 'action':
<object> action [<type>] <object> action [<type>, <target>] <object> action [<type>, <target>, additional parameters]
- unit = Object: pointer to the unit that should perform this action (if vehicle is given, its commander is used)
- type = String: name of action type - see below
- target = Object: target object
AUTOHOVER
helicopterName action ["AUTOHOVER", helicopterName]
Toggles auto-hovering on and off. (Only works if player is pilot)
Example:
ChopperOne action ["AUTOHOVER", ChopperOne]
CANCELACTION
unit action ["CANCELACTION", <target>]
Cancels the action in progress.
Example:
soldierOne action ["CANCELACTION", soldierOne]
CANCELLAND
planeName action ["CANCELLAND", planeName]
Cancel autopilot landing for 'planeName'.
Example:
planeOne action ["CANCELLAND", planeOne]
CANCELTAKEFLAG
["CANCELTAKEFLAG", <target>]
DEACTIVATE
unitOne action ["DEACTIVATE", unitTwo,<object>]
Soldier 'unitOne' will bend down as if to deactivate a satchel charge that has been placed by unitTwo.
This can happen from any distance (i.e. unitOne will not walk up to the charge to deactivate it, but do it 'remotely').
If unitTwo is nearby the charge when it is being deactivated it return to its inventory.
Example:
soldierOne action ["DEACTIVATE", SoldierOne, mySatchelCharge]
DEACTIVATEMINE
unitOne ["DEACTIVATEMINE", unitTwo]
UnitOne will bend down. The mine closest to unitTwo will be deactivated, so long as it is within around 2 meters.
DIARY
["DIARY", <target>]
DROPWEAPON / DROPMAGAZINE
unitname action ["DROPMAGAZINE", (vehiclename or unitname) ,"MAGAZINENAME"]
unitname action ["DROPWEAPON", (vehiclename or unitname) ,"WEAPONNAME"] ...drops weapon and ammo
Soldier 'unitname' will put a magazine or weapon (see list) on the ground (Weaponholder) or into named vehicle (ammo box, car, etc.).
Example:
SoldierOne action ["DROPMAGAZINE", CarOne, "AK74"]
EJECT
unitName action ["EJECT", vehicleName]
Soldier 'unitName' will jump out of 'vehicleName'. (Via parachute in case of planes & helicopters.)
Example:
SoldierOne action ["EJECT", ChopperOne]
ENGINEON / ENGINEOFF
unitName action ["ENGINEON", vehicleName]
unitName action ["ENGINEOFF", vehicleName]
Soldier 'unitName' will turn engine of 'vehicleName' either on or off.
SoldierOne action ["ENGINEON", ChopperOne]
FIREINFLAME / FIREPUTDOWN
unitname action ["FIREINFLAME", firename]
unitname action ["FIREPUTDOWN", firename]
Soldier 'unitname' will ignite ("FIREINFLAME") or extinguish ("FIREPUTDOWN") fireplace 'firename'.
SoldierOne action ["FIREINFLAME", Fire1]
FLAPSUP / FLAPSDOWN
unit action ["FLAPSUP", <target>]
unit action ["FLAPSDOWN", <target>]
AI pilots will instantly change flaps to what they think is suitable.
GETINCOMMANDER / GETINDRIVER/ GETINGUNNER / GETINCARGO / GETINPILOT
unitname action ["GETINCOMMANDER", vehiclename]
unitname action ["GETINDRIVER", vehiclename]
unitname action ["GETINGUNNER", vehiclename]
unitname action ["GETINCARGO", vehiclename]
unitname action ["GETINPILOT", vehiclename]
Soldier 'unitname' will be teleported next to 'vehiclename', play the entering animation, and then be assigned as either commander, driver or gunner.
SoldierOne action ["GETINCOMMANDER", CarOne]
GETOUT
unitname action ["GETOUT", vehiclename]
Soldier 'unitname' will jump out of 'vehiclename'. (No parachute in case of planes & helicopters.)
SoldierOne action ["GETOUT", ChopperOne]
HANDGUNON / HANDGUNOFF
unitname action ["HANDGUNOFF", unitname]
unitname action ["HANDGUNON", unitname]
Soldier 'unitname' will switch to primary ("handgun off") or secondary ("handgun on") weapon.
SoldierOne action ["HANDGUNON", SoldierOne]
HEAL
unitname action ["HEAL", unitname2]
Medic 'unitname2' will teleport to 'unitname' and heal him.
SoldierOne action ["HEAL", MedicOne]
HIDEBODY
unitname action ["HIDEBODY", bodyname2]
Soldier 'unitname' will hide (bury) 'unitname2'.
SoldierOne action ["HIDEBODY", SoldierTwo]
INGAMEMENU
["INGAMEMENU", <target>]
LADDERDOWN / LADDERUP
unitname action ["LADDERDOWN", building1] unitname action ["LADDERDOWN", object ID] unitname action ["LADDERUP", building1] unitname action ["LADDERUP", object ID]
unitName action ["LADDERDOWN", <target object>, <ladder index>, <position>]
unitName action ["LADDERUP", <target object>, <ladder index>, <position>]
Soldier 'unitName' will play the climbing onto ladder animation, then appear at the specified ladder location. If he is controlled by the AI, he will then either climb up or down the ladder and get off.
Example:
unit1 action ["ladderOnUp", (position player nearestObject 452221), 0, 0]
LADDEROFF
unitName action ["LADDEROFF", <target object>]
Soldier 'unitName' will get off any ladder on <target object> he happens to be on.
Example:
unit1 action ["LADDEROFF", (position player nearestObject 452221)]
LADDERONUP / LADDERONDOWN
unitName action ["LADDERONUP", <target object>, <ladder index>, <ladder position>] unitName action ["LADDERONDOWN", <target object>, <ladder index>, <ladder position>]
UnitName will play the appropriate getting on ladder animation and appear upon the ladder at the position given. If he is AI controlled, he will climb to the other end of the ladder and get off.
LAND
["LAND", <target>] Turns on the landing autopilot.
LANDGEAR
unitName action ["LANDGEAR", planeName]
Toggle landing gear on 'planename'.
Only works if player is pilot.
PlaneOne action ["LANDGEAR", PlaneOne]
LIGHTOFF / LIGHTON
vehiclename action ["LIGHTON", vehiclename]
vehiclename action ["LIGHTOFF", vehiclename]
Turns lights of 'vehiclename' either on or off.
The lights will not stay on unless the driver is in SAFE or CARELESS mode.
The lights will not stay off if the driver is in SAFE or CARELESS mode.
driver CarOne setBehaviour "safe";
CarOne action ["LIGHTON", CarOne];
LOADMAGAZINE
["LOADMAGAZINE", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle name>]
MANUALFIRE
unitName action ["MANUALFIRE",<vehicle>]
Toggles manual fire mode if player is driver or commander of vehicle.
Example:
player action ["MANUALFIRE", vehicle player]
MARKENTITY
["MarkEntity", <target>]
MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT
unitname action ["MOVETOCARGO", vehiclename]
unitname action ["MOVETOCOMMANDER", vehiclename]
unitname action ["MOVETODRIVER", vehiclename]
unitname action ["MOVETOGUNNER", vehiclename]
unitname action ["MOVETOPILOT", vehiclename]
Moves 'unitname' into cargo, commander, driver or gunner position.
If that position was occupied before, the units will swap places.
SoldierOne action ["MOVETODRIVER", CarOne]
NONE
["NONE", <target>]
NVGOGGLES / NVGOGGLESOFF
unitName action ["NVGOGGLES", unitName2]
unitName action ["NVGOGGLESOFF", unitName2]
unitName puts his night vision goggles on/off. UnitName2 is apparently not used, but action requires a two element array.
Example:
player action ["NVGOGGLES",ANYTHING]
REARM / REFUEL / REPAIR
vehiclename action ["REARM", vehiclename2] vehiclename action ["REFUEL", vehiclename2] vehiclename action ["REPAIR", vehiclename2]
Vehiclename will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation.
SoldierOne action ["REARM", TruckOne]
RETURNFLAG
unitname action ["RETURNFLAG", flagname]
Soldier 'unitname' returns 'flagname' to base.
SoldierOne action ["RETURNFLAG", FlagOne]
SALUTE
unitOne action ["SALUTE", unitTwo]
UnitOne does nothing. UnitTwo salutes. If unitTwo is in safe or careless mode, salute will be held, otherwise it is only momentary.
SoldierOne action ["SALUTE", SoldierOne]
SCUD LAUNCH / SCUD START / SCUD CANCEL
scudname action ["SCUD LAUNCH"]
scudname action ["SCUD START"]
scudname action ["SCUD CANCEL"]
Scudname launches or fires its missile.
The launch process takes about 10.5 seconds.
ScudOne action ["SCUD START"]
SETTIMER
unitOne action ["SETTIMER", unitTwo, <bombName>]
Soldier 'unitOne' plays the action animation. UnitTwo activates and adds thirty seconds to the timer for a satchel charge. Neither unit needs to be near the satchel. Charge has to be places first using unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"] command.
SITDOWN
unitOne action ["SITDOWN", unitTwo]
Soldier 'unitTwo' sits down.
Sitting position will only be held if unitTwo is in SAFE and CARELESS mode.
SoldierOne action ["SITDOWN", SoldierOne]
STROKEFIST
unitname action ["STROKEFIST"]
Soldier 'unitname' performs a boxing animation. Apparently not working in ArmA.
SoldierOne action ["STROKEFIST"]
STROKEGUN
unitname action ["STROKEGUN"]
Soldier 'unitname' performs a hitting animation with his weapon. Apparently not working in ArmA.
SoldierOne action ["STROKEGUN"]
SWITCHWEAPON
unitOne action ["SWITCHWEAPON", <target unit>, <target unit>, <muzzle index>]
UnitOne plays the action animation. Target unit switches to the given muzzle index. Second element might be target vehicle, as seen with "USEWEAPON".
Example:
unit2 action ["SWITCHWEAPON",unit1,unit1,7]
TAKEFLAG
unitname action ["TAKEFLAG", flag1]
Soldier 'unitname' takes control of 'flag1'. He must be close to the flagpole and it must belong to an enemy side.
SoldierOne action ["TAKEFLAG", FlagOne]
TAKEMAGAZINE / TAKEWEAPON
unitname action ["TAKEMAGAZINE", (vehiclename or unitname), "MAGAZINENAME"]
unitname action ["TAKEWEAPON", (vehiclename or unitname), "WEAPONNAME"]
Soldier 'unitname' takes one magazine/weapon of specified type (see list) from the ground (Weaponholder) or from named vehicle (ammo box, car, etc.).
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'weapon or magazine' is.
SoldierOne action ["TAKEMAGAZINE", SoldierTwo, "RPGLAUNCHER"]
TAKEMINE
unitName action ["TAKEMINE", <target unit>]
UnitName will perform the action animation. Mine closest within two meters of the target unit will move to the target units inventory.
Example:
unit1 action ["takeMine",unit2]
TALK
["TALK", <target>]
TOUCHOFF
unitOne action ["TOUCHOFF", unitTwo]
Soldier 'unitOne' plays the action animation. UnitTwo's satchels are "touched off".
unitname action ["TOUCHOFF", unitname]
TURNIN / TURNOUT
vehiclename action ["TURNIN", vehiclename]
vehiclename action ["TURNOUT", vehiclename]
Crew of 'vehiclename' turns in/out (gets in and out of hatches). AI seems to like to stay turned in.
TankOne action ["TURNIN", TankOne]
USEMAGAZINE
["USEMAGAZINE", <target>, <magazine creator>, <magazine id>]
USER
unitName ["USER", <target unit>, <action index>] Executes the custom action with the given index of the the target unit. See addAction.
Example:
gameLogic action ["USER", player, n]
USERTYPE
["USERTYPE", <target>, <action index>]
As of 1.07, this action will cause ArmA to crash.
USEWEAPON
unitOne ["USEWEAPON", <target vehicle>, <target unit>, <weapon index>]
UnitOne will play the action animation. Target vehicle (can be the unit) will fire the specified weapon mode index. Weapons may be fired while no readied (eg, on back).
Example:
unit2 action ["useWeapon",vehicle unit1,unit1,0]
WEAPONINHAND / WEAPONONBACK
unitname action ["WEAPONINHAND"]
unitname action ["WEAPONONBACK"]
Soldier 'unitname' takes weapon from/to back.
Change is persistent with player, but AI units will switch back if their behaviour mode is incompatible (SAFE or CARELESS with WEAPONINHAND, and STEALTH, COMBAT & AWARE with WEAPONONBACK). Does not work in ArmA.
SoldierOne action ["WEAPONONBACK"]