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Author Topic: The time for "Action" has come! (Please do NOT post questions in this thread.)  (Read 29969 times)

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Gumby

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Re:The time for "Action" has come!
« Reply #15 on: 15 May 2003, 12:38:58 »

These were copied from the Lustypooh refenrence guide...

Standard script is     :        _object action ["action", _target-of-action]

IMPORTANT :   in case of units entering a vehicle, remember to assign the unit to the position before entering.. This prevents him from ejecting the vehicle 2 seconds later.

STR_NO_ACTION No action available
STR_ACTION_GETIN_COMMANDER                          Get in %s as commander
STR_ACTION_GETIN_DRIVER                                   Get in %s as driver
STR_ACTION_GETIN_PILOT                                     Get in %s as pilot
STR_ACTION_GETIN_GUNNER                                 Get in %s as gunner
STR_ACTION_GETIN_CARGO                                   Get in %s ride in back
STR_ACTION_HEAL                                                  Heal at %s
STR_ACTION_REPAIR                                               Repair at %s
STR_ACTION_REFUEL                                               Refuel at %s
STR_ACTION_REARM                                                Rearm at %s
STR_ACTION_GETOUT                                              Get out
STR_ACTION_LIGHTON                                             Light on
STR_ACTION_LIGHTOFF                                            Light off
STR_ACTION_ENGINEON                                          Engine on
STR_ACTION_ENGINEOFF                                          Engine off
STR_ACTION_WEAPON                                              Weapon %s
STR_ACTION_MAGAZINE                                             Reload %s
STR_ACTION_TAKEWEAPON                                        Take %s
STR_ACTION_DROPTAKEWEAPON                               Take %s (drop %s)
STR_ACTION_TAKEMAGAZINE                                     Take %s
STR_ACTION_DROPTAKEMAGAZINE                            Take %s (drop %s)
STR_ACTION_TAKEFLAG                                             Take Flag
STR_ACTION_RETURNFLAG                                         Return Flag
STR_ACTION_TURNIN                                                  Turn in
STR_ACTION_TURNOUT                                               Turn out
STR_ACTION_WEAPONINHAND                                    %s in hand
STR_ACTION_WEAPONONBACK                                   %s on back
STR_ACTION_SITDOWN                                                Sit down
STR_ACTION_EJECT                                                      Eject
STR_ACTION_LAND                                                       Landing autopilot (planes only)
STR_ACTION_CANCEL_LAND                                        Landing autopilot off (planes only)
STR_ACTION_TO_DRIVER                                             To driver's seat
STR_ACTION_TO_PILOT                                               To pilot's seat
STR_ACTION_TO_GUNNER                                            To gunner's seat
STR_ACTION_TO_COMMANDER                                    To commander's seat
STR_ACTION_TO_CARGO                                             To back seat
STR_ACTION_HIDE_BODY                                             Hide body
STR_ACTION_TOUCH_OFF                                            Touch Off %d bomb(s)
STR_ACTION_START_TIMER                                          Set timer on (%.0f seconds)
STR_ACTION_SET_TIMER                                              Set timer +%.0f sec. (%.0f remaining)
STR_ACTION_DEACTIVATE                                            Deactivate bomb
STR_ACTION_TAKEOFF_GOGGLES                                Take off NV goggles
STR_ACTION_TAKEON_GOGGLES                                 Take on NV goggles
STR_ACTION_MANUAL_FIRE                                          Manual fire
STR_ACTION_MANUAL_FIRE_CANCEL                           Cancel manual fire
STR_ACTION_HOVER                                                     Auto-hover
STR_ACTION_HOVER_CANCEL                                      Cancel Auto-hover
STR_ACTION_STROKEFIST                                             Strike with fist
STR_ACTION_STROKEGUN                                             Strike with gun

Offline macguba

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Re:The time for "Action" has come!
« Reply #16 on: 15 May 2003, 13:07:11 »
Gentlemen, thank you for your lists of actions.   We know about them.   The problem is that we don't know how to use all of them.  

The question is, what is the syntax?  It's different for each action.

If you know the syntax for any action, and it's not already in this thread, then please post it here.   If in doubt, post it - better a double than nothing at all.
« Last Edit: 15 May 2003, 13:09:48 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline toadlife

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Re:The time for "Action" has come!
« Reply #17 on: 15 May 2003, 21:34:03 »
I'm suprised it took as long as it did for someone to post that from the unofficial comfref.   ;)
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

GCGoquingco

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Re:The time for "Action" has come!
« Reply #18 on: 22 May 2003, 04:39:16 »
guys, im really having a hard time taking the lights off in the MG... hope some could help me with this...

JDSH

  • Guest
Re:The time for "Action" has come!
« Reply #19 on: 28 May 2003, 04:32:13 »
I FOUND A WAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  ;D ;D

 Make a script called   anything.sqs

------------------------------------------------
#A
mg1 action ["Light Off",mg1]
goto "A"
---------------------------------------------------
Simple Huh
I just found this out ;D ;D ;D

    The reason for this is that the action ["Light Off"] command does work! BUT it only turns off for a very split
sec I found this out by using this tool DL from this sight on the bottom of the screen that allows you to type script in the game and execute it LIVE ITS CALLED
                                             (((console1.21.zip))))
                                    by
Console for OFP by Vektorboson <vektorboson@gmx.de>
for updates see http://home.arcor.de/vektorboson ;D ;D
« Last Edit: 28 May 2003, 05:05:41 by JDSH »

Black Operative

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Re:The time for "Action" has come!
« Reply #20 on: 31 May 2003, 12:55:05 »
I FOUND A WAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  ;D ;D

 Make a script called   anything.sqs

------------------------------------------------
#A
mg1 action ["Light Off",mg1]
goto "A"
---------------------------------------------------
Simple Huh
I just found this out ;D ;D ;D

    The reason for this is that the action ["Light Off"] command does work! BUT it only turns off for a very split
sec I found this out by using this tool DL from this sight on the bottom of the screen that allows you to type script in the game and execute it LIVE ITS CALLED
                                             (((console1.21.zip))))
                                    by
Console for OFP by Vektorboson <vektorboson@gmx.de>
for updates see http://home.arcor.de/vektorboson ;D ;D

This may also kill your performance because the script will be looped as often as your CPU can handle it- and that's a LOT of times per second.  :o add at least a "~0.1" (or whatever you mean exactly with "split second" ;) ) to slow it down.

JDSH

  • Guest
Re:The time for "Action" has come!
« Reply #21 on: 31 May 2003, 13:07:18 »
This may also kill your performance because the script will be looped as often as your CPU can handle it- and that's a LOT of times per second.  :o add at least a "~0.1" (or whatever you mean exactly with "split second" ;) ) to slow it down.

        I just tried ~0.1 now they look like stobe lights I even tried ~.01 and when I
drove my jeep they started stobing again
         It's a very very split sec I wonder if anyone knows why they do that anyway?
I'm trying to find out

hurlothrumbo

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Re:The time for "Action" has come!
« Reply #22 on: 03 Jun 2003, 06:11:55 »
They do that because the AI likes having the lights on and turns them on again when the script turns them off, and the ai works at lightspeed (well, the speed of electricity)

Knut Erik

  • Guest
Re:The time for "Action" has come!
« Reply #23 on: 07 Jun 2003, 12:37:50 »
Try to set the behaviour on the MG to stealth
Mg setbehaviour "Stealth"

Anyway, this is goin' a bit off topic I think.
This thread is to find the exact syntax for the action command

Correct me if I'm wrong

gadolinite

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Re:The time for "Action" has come!
« Reply #24 on: 25 Jun 2003, 20:53:55 »
what is the correct syntax for a unit to switch weapons and reload a magazine

whats the rest ???
<sniper> action[STR_ACTION_WEAPON,???] to switch from a pistol to the M21 or vice versa

About the reload and other non-listed actions I will use in the future...
I need to know a complete listing of the actions with their proper syntaxial listings so  :D I don't clog the forums with questions that will return uncertain answers, if you know what I mean.  

Offline toadlife

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Re:The time for "Action" has come!
« Reply #25 on: 25 Jun 2003, 21:05:32 »
NO one has figured out how to make a unit reload it's weapon with the action command. FOr selecting weapons, there is the "selectweapon" command.
"Whenever you want information on the 'net, don't ask a question; just post a wrong answer." -- Cancer Omega.

gadolinite

  • Guest
Re:The time for "Action" has come!
« Reply #26 on: 26 Jun 2003, 01:05:02 »
 ::)seems as if we need to go to the programmers who made the official missions and ask their advice and how they did their stuff.  

 :toocool: It would be this site's time of it's like to have official programmers answering the forums.

About that weapon reload with the action menu, maybe we should  :gunman: strike the actions that no one has figured out from the unnoficial command reference and replace them with a detailed description and syntaxial examples with the stuff that we have figured out.  Therefore, the action list will be cleaner and will do a better job at keeping people from thinking that   :oeverything will work :hmm:.  The best solution does not lie in the unnofficial command reference,  ;) but all I am asking for is a minor improvement in the next version.


gadolinite

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Re:The time for "Action" has come!
« Reply #27 on: 26 Jun 2003, 01:25:19 »
 >:(I also, (and probably the moderators) do not want anymore  :gunman: copyboys like  :tomato: gumby posting anymore plagerized material from the unofficial command reference and other sources.  I am not sure of the real motive, have to ask gumby that one.

 ;)Still it's good he made a bibliography like entry at the top of the page (not to fully put him down, but bibliographys and their sisters are designed for research that the researcher has put in his/her own words) which is good.  All I have a problem with is that the posting is not in his own words (which will most likely be better than the  :booty:nerds who put that guide together) and that he puts a garbage entry (an entry that serves no real purpose; what I mean is that the info is somewhere else and does not need to be recreated, which is not practial for a sticky topic) which a ton of can eat up space on the servers and cause any one of the seemingly infinate problems on a server because of matters like and similar to this.  

 :cheers:no offense to gumby, just a pointer to look out in the real world (including cyberspace) at what kind of trouble plagerisim can get you into.  So anyone out there, please set a good example.  This is all I am asking.

 8) :toocool:so just stay cool.
« Last Edit: 26 Jun 2003, 01:27:06 by gadolinite »

BronzeEagle

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Re:The time for "Action" has come!
« Reply #28 on: 04 Jul 2003, 16:09:59 »
is there a way for a trigger to activate when an animation plays?  

gadolinite

  • Guest
Re:The time for "Action" has come!
« Reply #29 on: 05 Jul 2003, 02:11:19 »
I don't think so.  What you could do is make a timer with a script and a loop.  And when that loop is up, activate the trigger.  Play with the timing and you will get a near perfect emulated effect of this.   8)