syrasia 17 Posted November 7, 2019 Hey, I am spamming the forums a bit today, but just stumbled upon an other headache I can't get a solution to: How to know what actions are available for player(s)? I know you can't delete BI internal ones, but knowledge about them should be possible, right? Is there a command I am missing or how can I achieve that? Searching the forums didn't yield results too, unluckily. Even just if there is a action available at all would help a bit. cheers Share this post Link to post Share on other sites
.kju 3244 Posted November 7, 2019 cfgActions / config tweak Share this post Link to post Share on other sites
syrasia 17 Posted November 7, 2019 9 minutes ago, .kju said: cfgActions / config tweak tweak? So I would need to crate/include a mod? Can you explain a bit what you mean with tweak? I need a scripting solution, if possible. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 7, 2019 5 hours ago, syrasia said: Can you explain a bit what you mean Hello there syrasia ! Can you also provide more information about ? Share this post Link to post Share on other sites
syrasia 17 Posted November 7, 2019 37 minutes ago, GEORGE FLOROS GR said: Hello there syrasia ! Can you also provide more information about ? What exactly do you need? I am trying (per script) to know if there are any action in the action menu available. Like the "open door" or "grab item" things. If there are any actions (and optimally what actions) available, wenn you scroll the mouse wheel. Basically I want general information what is available, or is it only possible to know some cases? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 7, 2019 You know about this ? https://community.bistudio.com/wiki/Arma_3_Actions Share this post Link to post Share on other sites
syrasia 17 Posted November 7, 2019 Yea, I did. But that's only what actions are available general in the game. I need the current action available for the player. Only the one, he could access with the mousewheel and spacebar. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 7, 2019 Inspite of editing the certain in an addon , you can add probably some holdactions perhaps instead. Share this post Link to post Share on other sites
syrasia 17 Posted November 7, 2019 Maybe there is a bit of miscommunication: I don't want to add any action at all. I only want the information in the running game, what actions (if any available) the player could select in his action menu. Here some examples of actions I would like to know if they are available right now for the player: Actions available: Close door Actions available: Take Commoner Clothes (blue), Inventory Can I know (per scripting) what the player can see there? Like is there a variable holding them? Is there a command to know what is available? 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 7, 2019 This should be a way , but i can't help on more for now : https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/inGameUISetEventHandler 1 Share this post Link to post Share on other sites
syrasia 17 Posted November 7, 2019 2 minutes ago, GEORGE FLOROS GR said: This should be a way , but i can't help on more for now : https://community.bistudio.com/wiki/Arma_3:_Event_Handlers/inGameUISetEventHandler This could be a solution. Commence testing (will take some time). 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 7, 2019 like : On 3/14/2019 at 2:15 AM, GEORGE FLOROS GR said: On 10/27/2017 at 9:43 AM, pierremgi said: Here is a working code for any loot on corpse and lost weapons on ground: inGameUISetEventHandler ["action", " _cont = _this select 0; _act = _this select 3; if ( {cursorTarget isKindOf _x} count ['CAManBase','weaponHolderSimulated'] > 0 && _act in ['Rearm','TakeWeapon','Gear','Inventory'] ) then {true} else {false} " ]; 2 Share this post Link to post Share on other sites
syrasia 17 Posted November 7, 2019 Yea, exactly along those lines. Thought so, that this could solve my problem. Hence solved. Thanks! Now I have to find my working variation of it. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 8, 2019 check: https://www.tacticalgamer.com/forum/simulation/armed-assault/arma-development/script-bin/1802780-kunduz-open-doors-fix Spoiler Kunduz - Open Doors Fix 02-11-2018, 09:59 AM Kunduz has a door bug where you can't open them. There is a fixed version out there but is not signed for use on a secure dedicated server. So this is a mission level work around that Dimitrius found somewhere on the webs. We don't know who to credit for this:initPlayerLocal.sqf Code: inGameUISetEventHandler ["action"," if (_this select 4 == 'Close Door') then { _intersects = [cursorTarget, 'VIEW'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]; {_intersects pushBack _x} forEach ([cursorTarget, 'GEOM'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); _select_door = format ['%1_rot', (_intersects select 0) select 0]; cursorObject animate [_select_door, 0];true }; if (_this select 4 == 'Open Door') then { _intersects = [cursorTarget, 'VIEW'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]; {_intersects pushBack _x} forEach ([cursorTarget, 'GEOM'] intersect [ASLToATL eyepos player, (screentoworld [0.5,0.5])]); _select_door = format ['%1_rot', (_intersects select 0) select 0]; cursorObject animate [_select_door, 1];true }; "]; 1 Share this post Link to post Share on other sites
syrasia 17 Posted November 8, 2019 Honestly: same idea. As I already mentioned: I need to do my variation of that now. Important part is: the action needs to be executed, to be know. Perfect would have been to "read" them and therefore know them without the player input. But well, this is by far better, than nothing and I only need to slowly find my solution to my goal. The basic concept is very clear (the wiki gives enough info for me to understand the concept). Basically I have to filter the triggered action for my specific cases and then do the work, and if action is "improper", I can block it. Should get me there. 😉 Thanks again for your time! 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 8, 2019 1 hour ago, syrasia said: Thanks again for your time! This might also help a bit : inGameUISEH = inGameUISetEventHandler ["Action", "systemchat str (_this select 3); false"]; other ex: Spoiler inGameUISetEventHandler ["Action", "call inGameUISEH"]; inGameUISEH = { params ["_target", "_caller", "_index", "_action", "_String", "_priority", "_showWindow", "_hideOnUse", "_name", "_visibility", "_event"]; if (_action in ['Rearm','TakeWeapon','Gear','Inventory']) then { hint "Action"; }; }; 3 Share this post Link to post Share on other sites