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Author Topic: Unit Action ["ActionType"]  (Read 869 times)

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Arrouan

  • Guest
Unit Action ["ActionType"]
« on: 29 Nov 2002, 21:55:39 »
It is very disappointing and frustrating to find out that the <Unit Action ["actiontype"]> command is so poorly documented - or am I wrong?

Can anyone please show me the light? There are more things to do in Evereon than simply switching on and off (car) lights.

Thx.

dolemite_11

  • Guest
Re:Unit Action ["ActionType"]
« Reply #1 on: 02 Dec 2002, 00:07:57 »
If you download the unofficial command reference, you
will get an complete action list. You can find it here on ofpec

Kaja

  • Guest
Re:Unit Action ["ActionType"]
« Reply #2 on: 02 Dec 2002, 04:43:09 »
I can kinda agree with your complaint, BIS could add the available actions to the Official ComRef (hint hint  :) )

I am wondering if anyone knows of any additions/changes to the action list since the last release of the unofficial command reference. (I think a script triggered "Put weapon to vehicle" would be nice, as the action menu can get a bit long)
« Last Edit: 02 Dec 2002, 04:44:40 by Kaja »

Arrouan

  • Guest
Re:Unit Action ["ActionType"]
« Reply #3 on: 07 Dec 2002, 20:37:52 »
I know there is anunofficial commands list, and an official one too. The Action command simply does not work ...

Kaja

  • Guest
Re:Unit Action ["ActionType"]
« Reply #4 on: 07 Dec 2002, 21:14:27 »
The action command most certainly does work, however there are some rules which need to be followed in order for the command to work.

The command cannot be taken verbatim from the unofficial comref (at least for me...). Using "STR_ACTION_EJECT" won't work, using "EJECT" will. Second, some actions have secondary requirements which have to be used with the action itself. For example, "soldierOne action ["Eject", SomeUnit] won't work because you haven't told the unit what you want him/her to eject from. This is why the official comref has the action command documented as "soldierOne action ["eject", vehicle soldierOne]". The first word in the command, "soldierOne" tells who the action is going to be acting upon; "vehicle soldierOne" gives more necessary info for the rest of the action to work (in this case, what to eject from).

While most of the secondary action requirements are undocumented (I think, someone plz prove me wrong) most are logical enough.