Actions – Operation Flashpoint
Actions are normally initiated by the player using the action menu. The script command action allows actions to be performed by any unit. For example, the command "player action ["WEAPONONBACK"]" has the same effect as choosing "M16 on back" in the menu. New actions can be defined using addAction.
Syntax
Syntax: unit action ["actionname"], where
- unit = Object: pointer to the unit that should perform this action
- actionname = String: name of action to be performed
Capitalization for the commands doesn't matter (i.e. player action ["DROP WEAPON", box, 1, 1, "AK74"] is the same as player action ["drop weapon", box, 1, 1, "ak74"])
Actions
AUTOHOVER
helicopter1 action ["AUTOHOVER"]
Toggles hovering on and off. (Only works if player is pilot)
CANCEL LAND
plane1 action ["CANCEL LAND"]
Cancel autopilot landing for 'plane1'.
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.
DEACTIVATE MINE
unit1 action ["DEACTIVATE MINE", unit2, 0, 0, "MINE"]
Soldier 'unit1' will deactivate a mine 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').
'unit1' must be an engineer to be able to deactivate mines laid by others.
Doesn't work with mines pre-placed in the Editor.
If unit2 is nearby the charge when it is being deactivated it will end up back in its inventory.
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.). If container is nothing or an non-existant object, the magazine or weapon will be dropped at the unit's feet.
EJECT
unit1 action ["EJECT", vehicle1]
Soldier 'unit1' will jump out of 'vehicle1'. (Via parachute in case of planes & helicopters.)
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 AIR vehicles (helicopters or planes). In cars, eg a tank the engine will be shut off again right away.
FLAPS DOWN / UP
unit1 action ["FLAPS DOWN"]
unit1 action ["FLAPS UP"]
Aircraft 'unit1' will put its flaps down or up, can be activated twice.
Doesn't work with AI controlled aircraft, well it probably does, but they reverse the action again immediately.
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'.
GETIN COMMANDER / DRIVER / GUNNER / CARGO / PILOT
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 entering animation, and then be assigned as either commander, driver, gunner or cargo. If a 'unit' is already in that position, the animation etc occurs, but 'unit1' is ejected.
GETOUT
unit1 action ["GETOUT", vehicle1]
Soldier 'unit1' will jump out of 'vehicle1'. (No parachute in case of planes & helicopters.)
HANDGUN ON / OFF
unit1 action ["HANDGUN OFF"]
unit1 action ["HANDGUN ON"]
Soldier 'unit1' will switch to primary ("handgun off") or secondary ("handgun on") weapon.
HEAL
unit1 action ["HEAL", unit2]
Medic 'unit2' will teleport to 'unit1' and heal him.
HIDEBODY
unit1 action ["HIDEBODY", unit2]
Soldier 'unit1' will hide (bury) 'unit2'.
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.
LAND
plane1 action ["LAND"]
This doesn't actually seem to make planes land.
They start the process, but just as they are approaching proper lineup to the runway they turn away and do it all over again, ad nauseum.
This doesn't work for choppers.
LAND GEAR
plane1 action ["LAND GEAR"]
Toggle landing gear on 'plane1'.
Only works if player is pilot.
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.
MANUALFIRE
tank1 action ["MANUALFIRE"]
Toggles manual fire mode if player is driver of vehicle.
MOVETOCARGO / MOVETOCOMMANDER / MOVETODRIVER / MOVETOGUNNER / MOVETOPILOT
unit1 action ["MOVETOCARGO", vehicle1]
unit1 action ["MOVETOCOMMANDER", vehicle1]
unit1 action ["MOVETODRIVER", vehicle1]
unit1 action ["MOVETOGUNNER", vehicle1]
unit1 action ["MOVETOPILOT", vehicle1]
Moves 'unit1' into cargo, commander, driver, gunner or pilot position.
If that position was occupied before, the units will swap places.
NVGOGGLES
player action ["nvgoggles"]
Toggles night vision goggles on/off for player.
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.
RETURN FLAG
unit1 action ["RETURN FLAG", flag1]
Soldier 'unit1' returns 'flag1' to base.
SALUTE
unit1 action ["SALUTE"]
Soldier 'unit1' salutes, and stays in that animation.
Only works in SAFE and CARELESS mode.
SCUD LAUNCH / START
scud1 action ["SCUD LAUNCH"]
scud1 action ["SCUD START"]
Scud1 launches or fires its missile.
The launch process takes about 10.5 seconds.
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.
SITDOWN
unit1 action ["SITDOWN"]
Soldier 'unit1' sits down.
Only works in SAFE and CARELESS mode.
STROKEFIST
unit1 action ["STROKEFIST"]
Soldier 'unit1' performs a boxing animation.
STROKEGUN
unit1 action ["STROKEGUN"]
Soldier 'unit1' performs a hitting animation with his weapon.
TAKE FLAG
unit1 action ["Take Flag", flag1]
Soldier 'unit1' takes control of 'flag1'.
TAKE MAGAZINE / WEAPON
unit1 action ["TAKE MAGAZINE", container1, 0, 0, "MAGAZINENAME"]
unit1 action ["TAKE WEAPON", container1, 0, 0, "WEAPONNAME"]
unit1 action ["TAKE MINE", container1, 0, 0, "MAGAZINENAME"]
Soldier 'unit1' takes one magazine/weapon/mine 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.
TOUCHOFF
unit1 action ["TOUCHOFF"]
Soldier 'unit1' touches off satchel charge.
TURNIN / TURNOUT
tank1 action ["TURNIN"]
tank1 action ["TURNOUT"]
Crew of 'tank1' turns in/out (gets in and out of hatches).
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).