mrbean1112 0 Posted March 30, 2007 Hey, Okay i know that With the addaction command in armed assault, the action just sits in the middle of the screen. =[ But i've also heard that using the alternate syntax can get rid of it.. and make it like a normal action. Now here's the thing, i have looked on the biki and i don't know exactly what to write, I am asking for an example of the alternate syntax command. Please, and Thank you! Share this post Link to post Share on other sites
Synide 0 Posted March 30, 2007 did you do a forum search? addAction -> Script, Successfully attached a script to a Key Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted April 1, 2007 Making a note where the line "PRIORITY" I think is the 'priority' to be put in the list of actions, in right-down pos. of screen. I think "Priority 1" means forcing the new Action to appear in the 1st position of the list (top one). Or maybe the reverse, the last pos. Then, if this theory is OK: - If you declaring 2 or more actions with the same priority level (as example Priority 1)... the last action being added, will be the first. The previous, the 2nd, and the first action added, the 3rd... and so on. Maybe "Priority 0" meaning: a) Who cares the position. It means. The last action added with a declared value of priority... as example had Priority 5... and in the reality... was put in 6th place of the list... I think "Priority 0" will put the new action in the 7th pos, because as priority 0 = who cares... then the new action will be added to the next place of the last added action. Such a pointer doing. (?) I understand the 'Priority' as a way to 'group' actions in the final list that is shown to players. To help to keep a good order in the actions list. b) The highest priority or the last. So... maybe... this is a good friend of us when we adding actions to ArmA actions... If you testing this... you also will find the priorities of the original actions from ArmA. Share this post Link to post Share on other sites
Synide 0 Posted April 2, 2007 no... priority has to do with how much importance the game engine gives to sending this action to squad members, other game clients and/or the server. Share this post Link to post Share on other sites
Nuclear Paul 0 Posted April 2, 2007 I've been pulling my hair out over this for about 2 weeks now myself! I'd love someone to provide a working example! Share this post Link to post Share on other sites
Synide 0 Posted April 3, 2007 Umm... did you check the link in post no. 2? It's pretty self explanatry... If so, and you are still having probs. then specifically what is your problem? Share this post Link to post Share on other sites
Nuclear Paul 0 Posted April 4, 2007 For example.. player addAction ["Hello", "hello.sqs","",0,false,false] ..when you press "]" to access the action menu, the word "Hello" is right in the middle of the screen. Not sure how to use the alternate syntax to prevent it appearing in the middle of the screen, just in the action menu like OFP. Share this post Link to post Share on other sites
Synide 0 Posted April 5, 2007 Ahh... Well... you may have discovered a small scripting error on BIS's part... in the bin.pbo the class CfgActions.User the following is defined and should be altered by BIS. Currently defined in 1.05 as... class CfgActions {     class User : None     {         priority = 1.5;         showWindow = 1;         text = "%1";         textDefault = "%1";     }; }; possibly it should be defined as... class CfgActions {     class User : None     {         priority = 1.5;         showWindow = 1;         text = "%1";         textDefault = "%2";     }; }; If you make this change yourself to your own bin.pbo and (preferably) place it in <yourModname>\Dta and alter your ArmA shortcut to have the -mod=<yourModname> then the alternate syntax for addAction will NOT display the text or graphic for your user defined action in the centre of the screen irrespective of whether you provide a true or false in the 5th parameter (showWindow). Oh, in your scripting you should probably always have the 6th parameter (HideOnUse) and true. player addAction ["Hello", "hello.sqs","",0,false,true,""] Clear as mud?? Finally, I recommend to BIS that they change the 'alternate syntax' for addAction to the following... id = unit addAction [filename, argument, priority, show, showWindow, hideOnUse, shortcut, text, textDefault, textSimple] Where...                    Class CfgActions                    {                        None                        { priority       --->>>            priority = 0; show        --->>>            show = 1; showWindow   --->>>            showWindow = 0; hideOnUse    --->>>            hideOnUse = 1; shortcut      --->>>            shortcut = ""; text         --->>>            text = "";   <<<--- This maps to the text in the Action menu textDefault   --->>>            textDefault = "";   <<<--- This maps to the text or Graphic in the Middle of Screen textSimple    --->>>            textSimple ="";   <<<--- Have no idea what this maps to? lol                        };                    }; If this syntax was used then... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> param = [w1,w2,w3]; uniqueActionId = player addAction["Hello.sqf", param, 1, true, false, true, "BuldSelect", "ActionMenu Text", "<img image='\ca\ui\data\ui_action_gear_ca.paa' size='5.5' shadow='false'/>", "SomeUnknown Text"] Would create a new unit action and in the action menu it would be called 'ActionMenu Text' and it would have a graphic that would not come up in the middle of the screen ('cause showWindow = false;) that looks like the graphic for 'Gear' and the action would also be mapped to the keyboard key for 'BuldSelect' and would run the script 'Hello.sqf' and the 3rd select inside this script would equal the array parameter called 'param'. Cheers, Sy PS. I'm laughing at how much I've typed... lol. Edit: PS2... Unfortunately you cannot override CfgActions in your mission>description.ext file otherwise this would all be a simple work around... Share this post Link to post Share on other sites