Actions – ArmA: Armed Assault

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Introduction

small description on what an action is in ArmA

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

helicopter1 action ["AUTOHOVER"]

Toggles hovering on and off. (Only works if player is pilot)

ChopperOne action ["AUTOHOVER"]


CANCELACTION

["CancelAction", <target>]


CANCEL LAND

plane1 action ["CANCEL LAND"]

Cancel autopilot landing for 'plane1'.

PlaneOne action ["CANCEL LAND"]


CANCELTAKEFLAG

["CancelTakeFlag", <target>]


DEACTIVATE

unit1 action ["DEACTIVATE",unit2,0,0,"PIPEBOMB"]

Soldier 'unit1' will deactivate a satchel charge that has been placed by unit2.
This happens from a distance (i.e. unit1 will not walk up to the charge to deactivate it, but do it 'remotely').
If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.

SoldierOne action ["DEACTIVATE",player,0,0,"PIPEBOMB"]


DEACTIVATE MINE

["DeactivateMine", <target>]


DIARY

["Diary", <target>]


DROP WEAPON / MAGAZINE

unit1 action ["DROP MAGAZINE",container,1,1,"MAGAZINENAME"]
unit1 action ["DROP WEAPON",container,1,1,"WEAPONNAME"]

Soldier 'unit1' will put a magazine or weapon (see list) into weaponsholder 'container' (ammo box, car, etc.).

SoldierOne action ["DROP MAGAZINE",CarOne,1,1,"AK74"]


EJECT

unit1 action ["EJECT",vehicle1]

Soldier 'unit1' will jump out of 'vehicle1'. (Via parachute in case of planes & helicopters.)

SoldierOne action ["EJECT",ChopperOne]


ENGINE ON / OFF

unit1 action ["ENGINE ON",vehicle1]
unit1 action ["ENGINE OFF",vehicle1]

Soldier 'unit1' will turn engine of 'vehicle1' either on or off.
Engine will only stay on in vehicles like carshelicopters or planes. In cars the engine will be shut off again right away.

SoldierOne action ["ENGINE ON",ChopperOne]


FIRE INFLAME / PUT DOWN

unit1 action ["FIRE INFLAME",fire1]
unit1 action ["FIRE PUT DOWN",fire1]

Soldier 'unit1' will ignite ("fire inflame") or extinguish ("fire put down") fireplace/lamp 'fire1'.

SoldierOne action ["FIRE INFLAME",LampOne]


FLAPS UP / DOWN

["FlapsDown", <target>]
["FlapsUp", <target>]


GETIN COMMANDER / DRIVER/ GUNNER / CARGO

unit1 action ["GETIN COMMANDER",vehicle1]
unit1 action ["GETIN DRIVER",vehicle1]
unit1 action ["GETIN GUNNER",vehicle1]
unit1 action ["GETIN CARGO",vehicle1]

Soldier 'unit1' will be teleported next to 'vehicle1', play the entring animation, and then be assigned as either commander, driver or gunner.

SoldierOne action ["GETIN COMMANDER",CarOne]


GETOUT

unit1 action ["GETOUT",vehicle1]

Soldier 'unit1' will jump out of 'vehicle1'. (No parachute in case of planes & helicopters.)

SoldierOne action ["GETOUT",ChopperOne]


HANDGUN ON / OFF

unit1 action ["HANDGUN OFF"]
unit1 action ["HANDGUN ON"]

Soldier 'unit1' will switch to primary ("handgun off") or secondary ("handgun on") weapon.

SoldierOne action ["HANDGUN ON"]


HEAL

unit1 action ["HEAL",unit2]

Medic 'unit2' will teleport to 'unit1' and heal him.

SoldierOne action ["HEAL", MedicOne]


HIDEBODY

unit1 action ["HIDEBODY",unit2]

Soldier 'unit1' will hide (bury) 'unit2'.

SoldierOne action ["HIDEBODY", SoldierTwo]


INGAMEMENU

["IngameMenu", <target>]


LADDERDOWN / LADDERUP

unit1 action ["ladderdown",building1]
unit1 action ["ladderdown",object ID]
unit1 action ["ladderup",building1]
unit1 action ["ladderup",object ID]

Soldier 'unit1' will either climb up or down the ladder of a building that's either defined via name or object ID.

SoldierOne action ["ladderup",object 123456]


LADDEROFF

["LadderOff", <target>, <ladder index>]


LADDERON UP / DOWN

["LadderOnDown", <target>, <ladder index>, <ladder position>]
["LadderOnUp", <target>, <ladder index>, <ladder position>]


LAND

["Land", <target>]


LAND GEAR

plane1 action ["LAND GEAR"]

Toggle landing gear on 'plane1'.
Only works if player is pilot.

PlaneOne action ["LAND GEAR"]


LIGHT OFF / ON

vehicle1 action ["LIGHT ON"]
vehicle1 action ["LIGHT OFF"]

Turns lights of 'vehicle1' either on or off.
Lights will not stay on unless driver is in SAFE or CARELESS mode.
Lights will not stay off if driver is in SAFE or CARELESS mode.

CarOne action ["LIGHT OFF"]


LOADMAGAZINE

["LoadMagazine", <target>, <magazine creator>, <magazine id>, <weapon name>, <muzzle name>]


MANUALFIRE

tank1 action ["MANUALFIRE"]

Toggles manual fire mode if player is driver of vehicle.

TankOne action ["MANUALFIRE"]


MARKENTITY

["MarkEntity", <target>]


MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER

unit1 action ["MOVETOCARGO",vehicle1]
unit1 action ["MOVETOCOMMANDER",vehicle1]
unit1 action ["MOVETODRIVER",vehicle1]
unit1 action ["MOVETOGUNNER",vehicle1]

Moves 'unit1' 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

player action ["nvgoggles"]

Toggles night vision goggles on/off for player.

player action ["NVGOGGLES"]


PUT

unit1 fire ["PUT","PIPEBOMB"]

Soldier 'unit1' places a satchel charge at current position.
Requires the 'fire' command instead of 'action'!

SoldierOne fire ["PUT","PIPEBOMB"]


REARM / REFUEL / REPAIR

vehicle1 action ["REARM",vehicle2] vehicle1 action ["REFUEL",vehicle2] vehicle1 action ["REPAIR",vehicle2]

Vehicle1 will receive weapons/fuel/repair from 'vehicle2' immediately and via teleportation.

SoldierOne action ["REARM",TruckOne]


RETURN FLAG

unit1 action ["RETURN FLAG",flag1]

Soldier 'unit1' returns 'flag1' to base.

SoldierOne action ["RETURN FLAG",FlagOne]


SALUTE

unit1 action ["SALUTE"]

Soldier 'unit1' salutes, and stays in that animation.
Only works in SAFE and CARELESS mode.

SoldierOne action ["SALUTE"]


SCUD LAUNCH / START / CANCEL

scud1 action ["SCUD LAUNCH"]
scud1 action ["SCUD START"]
scud1 action ["SCUD CANCEL"]

Scud1 launches or fires its missile.
The launch process takes about 10.5 seconds.

ScudOne action ["SCUD START"]


SETTIMER

unit1 action ["SETTIMER"]

Soldier 'unit1' activates the timer for a satchel charge.
Charge has to be places first via a unit1 fire ["PUT","PIPEBOMB"] command.

SoldierOne action ["SETTIMER"]


SITDOWN

unit1 action ["SITDOWN"]

Soldier 'unit1' sits down.
Only works in SAFE and CARELESS mode.

SoldierOne action ["SITDOWN"]


STROKEFIST

unit1 action ["STROKEFIST"]

Soldier 'unit1' performs a boxing animation.

SoldierOne action ["STROKEFIST"]


STROKEGUN

unit1 action ["STROKEGUN"]

Soldier 'unit1' performs a hitting animation with his weapon.

SoldierOne action ["STROKEGUN"]


SWITCHWEAPON

["SwitchWeapon", <target>, <weapon index>]


TAKE FLAG

unit1 action ["Take Flag",flag1]

Soldier 'unit1' takes control of 'flag1'.

SoldierOne action ["TAKE FLAG",FlagOne]


TAKE MAGAZINE / WEAPON

unit1 action ["TAKE MAGAZINE",container1,0,0,"MAGAZINENAME"]
unit1 action ["TAKE WEAPON",container1,0,0,"WEAPONNAME"]

Soldier 'unit1' takes one magazine/weapon of specified type (see list) from weaponsholder 'container1' (car, ammo box, unit).
Transfer happens immediately and via teleportation. Unit1 plays pickup animation at its current position, no matter where 'container1' is.

SoldierOne action ["TAKE MAGAZINE",SoldierTwo,0,0,"RPGLAUNCHER"]


TAKE MINE

["TakeMine", <target>]


TALK

["Talk", <target>]


TOUCHOFF

unit1 action ["TOUCHOFF"]

Soldier 'unit1' touches off satchel charge.

SoldierOne action ["TOUCHOFF"]


TURNIN / TURNOUT

tank1 action ["TURNIN"]
tank1 action ["TURNOUT"]

Crew of 'tank1' turns in/out (gets in and out of hatches).

TankOne action ["TURNIN"]


USEMAGAZINE

["UseMagazine", <target>, <magazine creator>, <magazine id>]


USER

["User", <target>, <action index>]


USERTYPE

["UserType", <target>, <action index>]


USEWEAPON

["UseWeapon", <target>, <weapon index>]


WEAPONINHAND / WEAPONONBACK

unit1 action ["WEAPONINHAND"]
unit1 action ["WEAPONONBACK"]

Soldier 'unit1' 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).

SoldierOne action ["WEAPONONBACK"]