Umm, no, not really
Also, this way you can disable it using the action ID (see below)
That's pretty much correct nominesine.
As all addActions are given an ID, they normally go 0,1,2,3 etc.
But, to make things easier (ie. if you have more than one action or if you need it to be disabled quickly) you can give it it's own ID. eg.
LockCar = player addAction ["Lock Vehicle", "lock.sqs"]Then the ID would be set as "LockCar".
Although..having said that...there was some bug or something which meant that in the earlier versions of OFP, you couldn't set it //or something along those lines.