dr_eyeball 16 Posted June 5, 2007 <span style='color:blue'>Recommendation:</span> This is a quick recommendation to all mission makers to start using the alternative syntax of AddAction with a priority of 0 (zero) for all low priority actions (which is most of them). <span style='color:blue'>Scope:</span> This mainly applies to actions added to a player or vehicle, which are permanently present (to activate things like dialogs). It does not apply to remote objects that need interaction. (eg: switch on machine, talk to person, etc) <span style='color:blue'>Alternative syntax:</span> Simply set the priority with (something like) the following extra parameters to your existing addAction calls: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[], 0, false, false, "" so it looks like: _obj addAction ["Action description", "Script.sqf", [], 0, false, false, ""]; <span style='color:blue'>Reason:</span> This will prevent these permanently present but non critical actions interfering with dynamically appearing and critical context sensitive actions like "Auto-Hover", "Eject", "Touch off 1 bomb(s)" and almost, any standard ArmA action. The problem lies with the default syntax version of AddAction setting the priority to a high value by default and the delayed appearance of some action menu items. I'd rather see it fixed in ArmA itself, but until then. I know most mission makers know about it, but it is not getting used enough and interferes with the proper use of the action menu. Hope this suggestion helps. Share this post Link to post Share on other sites