Flightcaptain93 0 Posted January 2, 2022 _spawn1 = player addAction [ "Place spawn", // title "scripts\placerespawn.sqf", // script [_tent,_spawn2], <========= HERE spawn2 cant be used in the placerespawn.sqf // arguments 1.5, // priority true, // showWindow true, // hideOnUse "", // shortcut "true", // condition 50, // radius false, // unconscious "", // selection "" // memoryPoint ]; _spawn2 = player addAction [ "Cancel placing spawn", // title "scripts\cancelrespawn.sqf",// script [_tent,_spawn1], // arguments 1.5, // priority true, // showWindow true, // hideOnUse "", // shortcut "true", // condition 50, // radius false, // unconscious "", // selection "" // memoryPoint ]; I added two addActions via one script. _spawn2 can handle the passed variable _spawn1 but _spawn1 cant handle the passed variable _spawn2 because it is created later... How can i pass _spawn2 into the script from _spawn1? in both scripts both of these actions are deleted. or should i use another approach? Share this post Link to post Share on other sites
Flightcaptain93 0 Posted January 2, 2022 (edited) . Edited January 2, 2022 by Flightcaptain93 wrong Share this post Link to post Share on other sites
Harzach 2518 Posted January 2, 2022 Use global handles. No need to pass them as arguments (particularly when they don't yet exist). Add actions: test1 = player addAction ["TEST 1", "test.sqf"]; test2 = player addAction ["TEST 2", "test.sqf"]; Remove actions (test.sqf) : player removeAction test1; player removeAction test2; 1 Share this post Link to post Share on other sites
pierremgi 4906 Posted January 3, 2022 You don't need 2 actions. use setUserActionText. Example for spawning/deleting a single tent: private _tentType = "Land_TentDome_F"; private _actiontentTxt = "Place spawn"; private _spawnTent = player addAction [ _actiontentTxt, { params ["_tgt","_caller","_id","_tentType"]; private _tent = objNull; if ((_caller actionParams _id)#0 isEqualTo "Place spawn") then { plyr_tent = createVehicle [_tentType,_caller getPos [10,getdir _caller],[],0,"NONE"]; _caller setUserActionText [_id,"Cancel placing spawn"]; } else { if (_caller distance2D plyr_tent < 15) then { deleteVehicle plyr_tent; _caller setUserActionText [_id,"Place spawn"]; } } }, _tentType, 1.5, true, true, "", "isNull objectParent _this" ]; 1 Share this post Link to post Share on other sites