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Author Topic: The time for "Action" has come! (Please do NOT post questions in this thread.)  (Read 29964 times)

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Nesquik

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Re:The time for "Action" has come!
« Reply #45 on: 19 Oct 2003, 12:44:18 »
I try to make a AI chopper hover


I try :
<chopperdriverName> action ["STR_ACTION_HOVER"],
<chopperName> action ["STR_ACTION_HOVER"],
<chopperName> action ["HOVER"],
<chopperdriverName> action ["HOVER"],

on a waypoint or in init field
And it don't work  :'(

help me

Offline Zombie

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Re:The time for "Action" has come!
« Reply #46 on: 20 Oct 2003, 21:09:00 »
I tried the action "heal" and my guys makes the moves like a medic working, not as if he is being healed.  What's the action for getting healed?

McFly

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Re:The time for "Action" has come!
« Reply #47 on: 21 Oct 2003, 02:30:03 »
I parsed the Flashpoint.exe and got a list of the available actions in the engine...

Code: [Select]
USE MAGAZINE
DEACTIVATE MINE
TAKE MINE
HANDGUN OFF
HANDGUN ON
USER TYPE
DROP MAGAZINE
DROP WEAPON
SCUD START
SCUD LAUNCH
SALUTE
FLAPS UP
FLAPS DOWN
LAND GEAR
FIRE PUT DOWN
FIRE INFLAME
LADDEROFF
LADDERONUP
LADDERONDOWN
LADDERDOWN
LADDERUP
STROKEGUN
STROKEFIST
AUTOHOVER
NVGOGGLES
MANUALFIRE
DEACTIVATE
SETTIMER
TOUCHOFF
HIDEBODY
MOVETOCARGO
MOVETOCOMMANDER
MOVETOGUNNER
MOVETODRIVER
EJECT
CANCEL LAND
LAND
SITDOWN
WEAPONONBACK
WEAPONINHAND
TURNOUT
TURNIN
RETURN FLAG
TAKE FLAG
TAKE MAGAZINE
TAKE WEAPON
LOAD MAGAZINE
USE WEAPON
SWITCH WEAPON
ENGINE OFF
ENGINE ON
LIGHT OFF
LIGHT ON
GETIN CARGO
GETIN GUNNER
GETIN DRIVER
GETIN COMMANDER

I'll try to interpret the parameters later.  There might be other actions that I missed - they're near the bottom and in all caps.
« Last Edit: 21 Oct 2003, 07:20:30 by McFly »

Offline Doolittle

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Re:The time for "Action" has come!
« Reply #48 on: 23 Oct 2003, 03:33:07 »
NICE work McFly!

I wonder how you get the argument for "return flag"...

Doolittle

Offline Blanco

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Re:The time for "Action" has come!
« Reply #49 on: 30 Oct 2003, 21:06:29 »
Is there somebody here who knows how to use :

STR_ACTION_TAKEOFF_GOGGLES                                
Take off NV goggles
STR_ACTION_TAKEON_GOGGLES                                
Take on NV goggles

it's in the off. comref...
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McFly

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Re:The time for "Action" has come!
« Reply #50 on: 31 Oct 2003, 04:48:45 »
The "STR_ACTION" variables are string names - they don't actually do anything, they simply tell the engine what text to display in the action dialogue (which it looks up in \bin\stringtable.csv).  I don't know why the unofficial OFP reference refers to them that way as it's clearly confusing.

The action you want is thus:

unitname action ["nvgoggles"];

That will cause the unit to equip goggles if he has them, and also to take them off if he already has them equiped.  In other words, it acts like a toggle switch.
« Last Edit: 31 Oct 2003, 04:50:02 by McFly »

Mr. S.A.S

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Re:The time for "Action" has come!
« Reply #51 on: 12 Jan 2004, 21:08:22 »
Just a little action I learned in a tutorial:

UnitName action["put","pipebomb"]
Makes a unit place a satchel charge (if he has one, obviously).

UnitName action"touchoff" (I think)
Makes the unit detonate any satchel charges he has placed.

It may not be much, but every little helps, right?

Offline Killswitch

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Re:The time for "Action" has come!
« Reply #52 on: 20 Jan 2004, 22:56:42 »
A new(?) finding on "SETTIMER" and a recap on the use of satchels as presented my Mr SAS just above:

To have a unit place a satchel that its carrying
Code: [Select]
dude fire ["put", "pipebomb"]To have that unit set the timer to 30 secs (or add another 30 secs to an already set time)
Code: [Select]
dude action ["settimer"]

// or, alternatively

dude action ["settimer",dude,0,0,"pipebomb"]
To repeat from earlier posts, to have him blow the satchel(s)
Code: [Select]
dude action ["touchoff"]
Note the use of fire instead of action to actually place the satchels. I couln't make it happen using action.
« Last Edit: 20 Jan 2004, 22:58:31 by Killswitch »

Offline General Barron

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Re:The time for "Action" has come!
« Reply #53 on: 28 Jan 2004, 08:53:38 »
OMG! Great work McFly! Now a nicely formatted "action reference" needs to be made, where all the actions revealed in this thread are filled in with appropriate descriptions/parameters/other info, and then with blanks for the actions that still aren't figured out yet. HTML would work well, methinks. Anyone wanna put this together? It would be greatly appreciated.

And as a tip to anyone trying to figure out actions:

the "action" command takes an array of 5 parameters. If you pass it 6 params, it will give you an error saying "6 given, 5 expected". So in the case of:

dude action ["settimer",dude,0,0,"pipebomb"]

The first param is the action, the next is the person doing the action, and then there are two placeholders, and then the last parameter is what to do the action on. If 5 params aren't needed, then only one can be given. Ex:

dude action ["touchoff"]

So I'm assuming that other actions that would have parameters (such as USE MAGAZINE) would look like the first example.

But if it takes 5 parameters, then shouldn't there be an action that needs all 5? I suspect there may be one action like the "USER TYPE" one, which would use all 5, and the rest use either 1 or two and the two placeholders.
« Last Edit: 28 Jan 2004, 09:25:55 by General Barron »
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Offline h-

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Re:The time for "Action" has come!
« Reply #54 on: 28 Jan 2004, 23:12:01 »
Didn't see this action here so thought I'd post it up...
Although you all must know this by now...  :-[

To make chopper auto-hover:
heloName action ["HOVER",heloName]

And to cancel it:
heloName action ["HOVER_CANCEL",heloName]
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Offline Blanco

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Re:The time for "Action" has come!
« Reply #55 on: 08 Jun 2004, 16:17:15 »
he, found some new ones :  :)

Action code must be put in the on activation field of a WAYPOINT (like the switchmove/playmove commands) or in a script.NOT in an init!

Make sure the unit has a handgun.
unit action ["handgun on"]
unit action ["handgun off"]

unit action ["weapononback"]
unit action ["weaponinhand"]

;unit must be in safe behaviour
unit action ["sitdown"]

Gets on his knees and grab something...looks like take weapon, I think I need argument to make it work
unit action ["USE WEAPON"]

Damn those action are hard to find... :P

« Last Edit: 08 Jun 2004, 16:20:53 by Blanco »
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Offline macguba

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Re:The time for "Action" has come!
« Reply #56 on: 09 Jun 2004, 10:52:24 »
Attached is a zipped Excel spreadsheet which is a quick and dirty first draft collating all the information in this thread.


There are still a lot of gaps ......
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« Last Edit: 09 Jun 2004, 11:57:12 by macguba »
Plenty of reviewed ArmA missions for you to play

Offline Planck

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Re:The time for "Action" has come!
« Reply #57 on: 09 Jun 2004, 19:48:02 »
Unfortunately, we don't all have Excel.....hehehehe  ;D


Planck
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Offline macguba

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Re:The time for "Action" has come!
« Reply #58 on: 09 Jun 2004, 19:53:51 »
Text version herewith, though the layout is not too clever.    :P
Plenty of reviewed ArmA missions for you to play

Offline Planck

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Re:The time for "Action" has come!
« Reply #59 on: 09 Jun 2004, 20:07:15 »
Ta muchly macguba.   ::)


Planck
I know a little about a lot, and a lot about a little.