BIS fnc holdActionAdd: Difference between revisions

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(Add icons)
m (Some wiki formatting)
 
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|descr= [[File:A3 HoldActionIcons v2.02.png|thumb|Note: This image does not contain all available icons.|300px]]
|descr= [[File:A3 HoldActionIcons v2.02.png|thumb|Note: This image does not contain all available icons.|300px]]
Adds an action to an object which requires the user to hold a key to perform the action.<br>
Adds an action to an object which requires the user to hold a key to perform the action.


{{Feature|Informative|The function automatically defines passed arguments to '''codeStart''', '''codeProgress''', '''codeCompleted''', '''codeInterrupted''' and '''arguments''' with the mentioned [[Identifier|identifiers]] (such as {{hl|_target}}, {{hl|_caller}}, etc.). There's no need for [[params]].}}
{{Wiki|extractionScript}}


Available official icons as of {{GVI|arma3|2.10}}:


Available official icons as of {{GVI|arma3|2.10}}:
<spoiler text="Show holdActionAdd list">
* <spoiler text="Show holdActionAdd list">
{{Columns|2|
{{Columns|2|
* "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_CA.paa"
* "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_CA.paa"
Line 132: Line 132:
* "\a3\ui_f_aow\data\igui\cfg\holdactions\holdaction_charity_ca.paa"
* "\a3\ui_f_aow\data\igui\cfg\holdactions\holdaction_charity_ca.paa"
}}
}}
</spoiler>
</spoiler><br><spoiler text="Show addAction list">
* <spoiler text="Show addAction list">
{{Columns|2|
{{Columns|2|
* "\a3\ui_f\data\igui\cfg\actions\takeflag_ca.paa"
* "\a3\ui_f\data\igui\cfg\actions\takeflag_ca.paa"
Line 221: Line 220:
* "\a3\ui_f_jets\data\igui\cfg\actions\action_launchfromcatapult_ca.paa"
* "\a3\ui_f_jets\data\igui\cfg\actions\action_launchfromcatapult_ca.paa"
}}
}}
</spoiler>
</spoiler><br><spoiler text="UI that shows all icons">
* <spoiler text="UI that shows all icons"><sqf>[] spawn
<sqf>
0 spawn
{
{
// EXECUTE IN EDEN EDITOR OR EDITOR PREVIEW!
// EXECUTE IN EDEN EDITOR OR EDITOR PREVIEW!
Line 256: Line 256:


private _counter = 0;
private _counter = 0;
{  
{
private _files = addonFiles [_x # 0, ".paa"];
private _files = addonFiles [_x # 0, ".paa"];
{
{
if ("\actions" in _x || "\holdaction" in _x) then
if ("\actions" in _x || "\holdaction" in _x) then
{  
{
_counter = _counter + 1;
_counter = _counter + 1;
_status ctrlSetText format ["%1 textures found.", _counter];
_status ctrlSetText format ["%1 textures found.", _counter];
Line 266: Line 266:
_tv tvSetPicture [[_index], _x];
_tv tvSetPicture [[_index], _x];
};
};
} forEach _files;  
} forEach _files;
} foreach allAddonsInfo;
} foreach allAddonsInfo;


_tv tvSortall [[], false];
_tv tvSortall [[], false];
};</sqf></spoiler>
};
{{Wiki|extractionScript}}
</sqf>
</spoiler>


|s1= [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call [[BIS_fnc_holdActionAdd]]
|s1= [target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call [[BIS_fnc_holdActionAdd]]
Line 284: Line 285:


|p5= conditionShow: [[String]] - (Optional, default "true") condition for the action to be shown.<br>
|p5= conditionShow: [[String]] - (Optional, default "true") condition for the action to be shown.<br>
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit)
Special arguments passed to the code: {{hl|_target}} (action-attached object), {{hl|_this}} (caller/executing unit)


|p6= conditionProgress: [[String]] - (Optional, default "true") condition for the action to progress; if false is returned action progress is paused.<br>
|p6= conditionProgress: [[String]] - (Optional, default "true") condition for the action to progress; if false is returned action progress is paused.<br>
Special arguments passed to the code: _target, _caller, _id, _arguments
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}


|p7= codeStart: [[Code]] - (Optional, default {{hl|{}<nowiki/>}}) code executed when action starts. Passed arguments are:
|p7= codeStart: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed when action starts.<br>
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}<br>
Passed arguments are:
<sqf>params ["_target", "_caller", "_actionId", "_arguments"];</sqf>
<sqf>params ["_target", "_caller", "_actionId", "_arguments"];</sqf>
* target: [[Object]] - the object which the action is assigned to
* target: [[Object]] - the object which the action is assigned to
Line 296: Line 299:
* arguments: [[Array]] - arguments given to the function
* arguments: [[Array]] - arguments given to the function


|p8= codeProgress: [[Code]] - (Optional, default {{hl|{}<nowiki/>}}) code executed on every progress tick. Passed arguments are:
|p8= codeProgress: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed on every progress tick.<br>
<sqf>params ["_target", "_caller", "_actionId", "_arguments", "_progress", "_maxProgress"];</sqf>
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}, {{hl|_frame}}<br>
Passed arguments are:
<sqf>params ["_target", "_caller", "_actionId", "_arguments", "_frame", "_maxFrame"];</sqf>
* target: [[Object]] - the object which the action is assigned to
* target: [[Object]] - the object which the action is assigned to
* caller: [[Object]] - the unit that activated the action
* caller: [[Object]] - the unit that activated the action
* actionId: [[Number]] - ID of the activated action (same as ID returned by addAction)
* actionId: [[Number]] - ID of the activated action (same as ID returned by addAction)
* arguments: [[Array]] - arguments given to the function
* arguments: [[Array]] - arguments given to the function
* progress: [[Number]] - currentProgress; progress goes from 1 to 24
* frame: [[Number]] - current progress, goes from 1 to 24
* maxProgress: [[Number]] - max progress (24)
* maxFrame: [[Number]] - maximum progress (24)


|p9= codeCompleted: [[Code]] - (Optional, default {{hl|{}<nowiki/>}}) code executed on completion. Passed arguments are:
|p9= codeCompleted: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed on completion.<br>
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}<br>
Passed arguments are:
<sqf>params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart</sqf>
<sqf>params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart</sqf>


|p10= codeInterrupted: [[Code]] - (Optional, default {{hl|{}<nowiki/>}}) code executed on interrupted. Passed arguments are:  
|p10= codeInterrupted: [[Code]] - (Optional, default <sqf inline>{}</sqf>) code executed on interrupted.<br>
Special arguments passed to the code: {{hl|_target}}, {{hl|_caller}}, {{hl|_actionId}}, {{hl|_arguments}}<br>
Passed arguments are:
<sqf>params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted</sqf>
<sqf>params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted</sqf>


|p11= arguments: [[Array]] - (Optional, default []) arguments passed to '''codeStart''', '''codeProgress''', '''codeCompleted''' and '''codeInterrupted''' (max 10) in format:
|p11= arguments: [[Array]] - (Optional, default <sqf inline>[]</sqf>) arguments passed to '''codeStart''', '''codeProgress''', '''codeCompleted''' and '''codeInterrupted''' (max 10) in format:
<sqf>params ["_a0","_a1","_a2","_a3","_a4","_a5","_a6","_a7","_a8","_a9","_target","_title","_iconIdle","_iconProgress","_condShow","_condProgress","_codeStart","_codeProgress","_codeCompleted","_codeInterrupted","_duration","_removeCompleted"];</sqf> where {{hl|_a0.._a9}} can be custom arguments
<sqf>
params [
"_a0", "_a1", "_a2", "_a3", "_a4", "_a5", "_a6", "_a7", "_a8", "_a9", // custom arguments
"_target", "_title", "_iconIdle", "_iconProgress",
"_condShow", "_condProgress", "_codeStart", "_codeProgress", "_codeCompleted", "_codeInterrupted",
"_duration", "_removeCompleted"
];
</sqf>


|p12= duration: [[Number]] - (Optional, default 10) action duration, i.e. how much time it takes to complete the action
|p12= duration: [[Number]] - (Optional, default 10) action duration, i.e. how much time it takes to complete the action
Line 343: Line 359:
// adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player
// adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player
[
[
_myLaptop, // Object the action is attached to
_myLaptop, // Object the action is attached to
"Hack Laptop", // Title of the action
"Hack Laptop", // Title of the action
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen
"_this distance _target < 3", // Condition for the action to be shown
"_this distance _target < 3", // Condition for the action to be shown
"_caller distance _target < 3", // Condition for the action to progress
"_caller distance _target < 3", // Condition for the action to progress
{}, // Code executed when action starts
{}, // Code executed when action starts
{}, // Code executed on every progress tick
{}, // Code executed on every progress tick
{ _this call MY_fnc_hackingCompleted }, // Code executed on completion
{ _this call MY_fnc_hackingCompleted }, // Code executed on completion
{}, // Code executed on interrupted
{}, // Code executed on interrupted
[], // Arguments passed to the scripts as _this select 3
[], // Arguments passed to the scripts as _this select 3
12, // Action duration in seconds
12, // Action duration in seconds
0, // Priority
0, // Priority
true, // Remove on completion
true, // Remove on completion
false // Show in unconscious state
false // Show in unconscious state
] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP compatible implementation
] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP-compatible implementation
</sqf>
</sqf>


Line 368: Line 384:
|timestamp= 20210401234400
|timestamp= 20210401234400
|text= A repository with icons:
|text= A repository with icons:
{{Feature|quote|I've converted all of the icons from the Tasking Overhaul to follow the Hold Action format, as well as a few others I've made myself. They're available on [https://github.com/Kalthramis/Arma3/tree/master/holdAction-TaskType-Icons GitHub].|{{User|Kalthramis}}}}
{{Feature|quote|I've converted all of the icons from the Tasking Overhaul to follow the Hold Action format, as well as a few others I've made myself. They're available on {{Link|https://github.com/Kalthramis/Arma3/tree/master/holdAction-TaskType-Icons|GitHub}}.|{{User|Kalthramis}}}}
}}
}}

Latest revision as of 01:32, 12 February 2024

Hover & click on the images for description

Description

Description:
Note: This image does not contain all available icons.

Adds an action to an object which requires the user to hold a key to perform the action.

Extraction script can be found on the Biki Export Scripts page.

Available official icons as of Arma 3 logo black.png2.10:

  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_access_fm_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_end_sim_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_exit_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_start_sim_CA.paa"
  • "\a3\Missions_F_Orange\Data\Img\Showcase_LawsOfWar\action_view_article_CA.paa"
  • "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_loadVehicle_ca.paa"
  • "\a3\data_f_destroyer\data\UI\IGUI\Cfg\holdactions\holdAction_unloadVehicle_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_box_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_start_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_follow_stop_ca.paa"
  • "\a3\missions_f_oldman\data\img\holdactions\holdAction_talk_ca.paa"
  • "\a3\props_f_enoch\items\tools\data\tinfoil_action_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_forceRespawn_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_passleadership_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_requestleadership_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_reviveMedic_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_secure_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff1_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_takeOff2_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsdown_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_thumbsup_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa"
  • "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unloaddevice_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_4_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_5_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_6_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_7_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_8_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_9_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_10_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\idle\idle_11_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\in\in_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_4_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_5_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_6_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_7_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_8_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_9_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_10_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_11_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_12_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_13_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_14_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_15_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_16_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_17_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_18_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_19_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_20_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_21_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_22_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_23_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress2\progress_24_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_0_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_1_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_2_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_3_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_4_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_5_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_6_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_7_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_8_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_9_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_10_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_11_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_12_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_13_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_14_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_15_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_16_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_17_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_18_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_19_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_20_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_21_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_22_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_23_ca.paa"
  • "\a3\ui_f\data\igui\cfg\holdactions\progress\progress_24_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\attack_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\destroy_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_market_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep2_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\holdAction_sleep_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\map_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\meet_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\refuel_ca.paa"
  • "\a3\ui_f_oldman\data\IGUI\Cfg\holdactions\repair_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_aaf_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_csat_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_escape_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fia_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_back_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_fragment_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_idap_ca.paa"
  • "\a3\ui_f_orange\Data\CfgOrange\Missions\action_nato_ca.paa"
  • "\a3\ui_f_aow\data\igui\cfg\holdactions\holdaction_charity_ca.paa"
↑ Back to spoiler's top

  • "\a3\ui_f\data\igui\cfg\actions\takeflag_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\talk_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\unloadallvehicles_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\unloadincapacitated_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\unloadvehicle_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\vtolvectoring_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\vtolvectoringcancel_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\arrow_down_gs.paa"
  • "\a3\ui_f\data\igui\cfg\actions\arrow_up_gs.paa"
  • "\a3\ui_f\data\igui\cfg\actions\autohover_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\bandage_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\beacons_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\beacons_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\cancelhover_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\clear_empty_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\close_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\eject_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\engine_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\engine_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\flapsextend_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\flapsretract_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\gear_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getincargo_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getincommander_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getindriver_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getingunner_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getinpilot_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\getout_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\heal_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_batt_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_batt_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_brk_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_col_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_col_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_land_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_land_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_start_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_start_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_idl_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ico_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ladderdown_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ladderoff_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\ladderup_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\landingautopilot_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\landingautopilot_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\loadvehicle_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\open_door_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\periscopedepth_off_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\periscopedepth_on_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\radaroff_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\radaron_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\reammo_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\refuel_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\reload_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\repair_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\returnflag_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\settimer_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\take_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_arrow_up_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_cancel_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_cancel_manualfire_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_deactivate_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_enter_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_exit_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_fire_in_flame_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_fire_put_down_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_gear_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_getin_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_getincargo.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_ladderondown_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_ladderonup_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_manualfire_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_open_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemagazine_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takemine_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_takeweapon_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_teamswitch_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_turnin_ca.paa"
  • "\a3\ui_f\data\igui\cfg\actions\obsolete\ui_action_turnout_ca.paa"
  • "\a3\ui_f_jets\data\igui\cfg\actions\action_attachtocatapult_ca.paa"
  • "\a3\ui_f_jets\data\igui\cfg\actions\action_detachtocatapult_ca.paa"
  • "\a3\ui_f_jets\data\igui\cfg\actions\action_launchfromcatapult_ca.paa"
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0 spawn { // EXECUTE IN EDEN EDITOR OR EDITOR PREVIEW! disableSerialization; private _display = findDisplay 313 createDisplay "RscDisplayEmpty"; private _edit = _display ctrlCreate ["RscEdit", 645]; _edit ctrlSetPosition [safezoneX + 50 * pixelW, safezoneY + 50 * pixelH, safezoneW - 500 * pixelW, 50 * pixelH]; _edit ctrlSetBackgroundColor [0,0,0,1]; _edit ctrlCommit 0; private _status = _display ctrlCreate ["RscEdit", 1337]; _status ctrlSetPosition [safezoneX + safezoneW - 400 * pixelW, safezoneY + 50 * pixelH, 350 * pixelW, 50 * pixelH]; _status ctrlSetBackgroundColor [0,0,0,1]; _status ctrlCommit 0; _status ctrlEnable false; private _tv = _display ctrlCreate ["RscTreeSearch", -1]; _tv ctrlSetFont "EtelkaMonospacePro"; _tv ctrlSetFontHeight 0.05; _tv ctrlSetPosition [safezoneX + 50 * pixelW, safezoneY + 125 * pixelH, safezoneW - 100 * pixelW, safeZoneH - 175 * pixelH]; _tv ctrlSetBackgroundColor [0,0,0,1]; _tv ctrlCommit 0; _tv ctrlAddEventHandler ["treeSelChanged", { params ["_ctrlTV", "_selectionPath"]; copyToClipboard (_ctrlTV tvText _selectionPath); playSound ("RscDisplayCurator_ping" + selectRandom ["01", "02", "03", "04", "05", "06", "07", "08", "09", "10"]); (ctrlParent _ctrlTv) displayCtrl 1337 ctrlSetText "Path copied to clipboard!"; }]; private _counter = 0; { private _files = addonFiles [_x # 0, ".paa"]; { if ("\actions" in _x || "\holdaction" in _x) then { _counter = _counter + 1; _status ctrlSetText format ["%1 textures found.", _counter]; private _index = _tv tvAdd [[], _x]; _tv tvSetPicture [[_index], _x]; }; } forEach _files; } foreach allAddonsInfo; _tv tvSortall [[], false]; };

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Execution:
call
Groups:
Interaction

Syntax

Syntax:
[target, title, idleIcon, progressIcon, conditionShow, conditionProgress, codeStart, codeProgress, codeCompleted, codeInterrupted, arguments, duration, priority, removeCompleted, showUnconscious, showWindow] call BIS_fnc_holdActionAdd
Parameters:
target: Object - object the action is attached to
title: String - title of the action shown in the action menu.It can contain Structured Text tags, such as <t color='#FFAA00'>text</t>
idleIcon: String - (Optional, default "\A3\Ui_f\data\IGUI\Cfg\HoldActions\holdAction_revive_ca.paa") path of the idle icon shown on screen
progressIcon: String - (Optional, default "\A3\Ui_f\data\IGUI\Cfg\HoldActions\holdAction_revive_ca.paa") path of the progress icon shown on screen
conditionShow: String - (Optional, default "true") condition for the action to be shown.
Special arguments passed to the code: _target (action-attached object), _this (caller/executing unit)
conditionProgress: String - (Optional, default "true") condition for the action to progress; if false is returned action progress is paused.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
codeStart: Code - (Optional, default {}) code executed when action starts.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"];
  • target: Object - the object which the action is assigned to
  • caller: Object - the unit that activated the action
  • actionId: Number - ID of the activated action (same as ID returned by addAction)
  • arguments: Array - arguments given to the function
codeProgress: Code - (Optional, default {}) code executed on every progress tick.
Special arguments passed to the code: _target, _caller, _actionId, _arguments, _frame
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments", "_frame", "_maxFrame"];
  • target: Object - the object which the action is assigned to
  • caller: Object - the unit that activated the action
  • actionId: Number - ID of the activated action (same as ID returned by addAction)
  • arguments: Array - arguments given to the function
  • frame: Number - current progress, goes from 1 to 24
  • maxFrame: Number - maximum progress (24)
codeCompleted: Code - (Optional, default {}) code executed on completion.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeStart
codeInterrupted: Code - (Optional, default {}) code executed on interrupted.
Special arguments passed to the code: _target, _caller, _actionId, _arguments
Passed arguments are:
params ["_target", "_caller", "_actionId", "_arguments"]; // same as codeCompleted
arguments: Array - (Optional, default []) arguments passed to codeStart, codeProgress, codeCompleted and codeInterrupted (max 10) in format:
params [ "_a0", "_a1", "_a2", "_a3", "_a4", "_a5", "_a6", "_a7", "_a8", "_a9", // custom arguments "_target", "_title", "_iconIdle", "_iconProgress", "_condShow", "_condProgress", "_codeStart", "_codeProgress", "_codeCompleted", "_codeInterrupted", "_duration", "_removeCompleted" ];
duration: Number - (Optional, default 10) action duration, i.e. how much time it takes to complete the action
priority: Number - (Optional, default 1000) priority value; actions are arranged in descending order according to this value
removeCompleted: Boolean - (Optional, default true) remove on completion
showUnconscious: Boolean - (Optional, default false) show in unconscious state
showWindow: Boolean - (Optional, default true) show on screen; if false action needs to be selected from action menu to appear on screen
Return Value:
Number - action ID

Examples

Example 1:
[ player, "Kill", "", "", "true", "true", { hint "Started!" }, { systemChat str (_this select 3) }, { player setDamage 1 }, { hint "Afraid of death?" }, [], 10, nil, true, false ] call BIS_fnc_holdActionAdd;
Example 2:
// adds the action to every client and JIP, but also adds it when it was already removed. E.g., Laptop has already been hacked by a player [ _myLaptop, // Object the action is attached to "Hack Laptop", // Title of the action "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Idle icon shown on screen "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_connect_ca.paa", // Progress icon shown on screen "_this distance _target < 3", // Condition for the action to be shown "_caller distance _target < 3", // Condition for the action to progress {}, // Code executed when action starts {}, // Code executed on every progress tick { _this call MY_fnc_hackingCompleted }, // Code executed on completion {}, // Code executed on interrupted [], // Arguments passed to the scripts as _this select 3 12, // Action duration in seconds 0, // Priority true, // Remove on completion false // Show in unconscious state ] remoteExec ["BIS_fnc_holdActionAdd", 0, _myLaptop]; // MP-compatible implementation

Additional Information

See also:
BIS_fnc_holdActionRemove BIS_fnc_holdKey

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
R3vo - c
Posted on Apr 01, 2021 - 23:44 (UTC)
A repository with icons:
«
« I've converted all of the icons from the Tasking Overhaul to follow the Hold Action format, as well as a few others I've made myself. They're available on GitHub. » – Kalthramis