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---
layout: wiki
title: Interaction Menu Framework
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description: Explains how to add items to ACE's Interaction Menu.
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group: framework
order: 0
parent: wiki
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mod: ace
version:
major: 3
minor: 0
patch: 0
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---
## 1. Types of actions
- **External** (Type 0 / `ACE_Actions` )
Something the user would do to an external object (eg. Tap another unit's shoulder)
- **Self** (Type 1 / `ACE_SelfActions` )
Something the user would do to themselves or to their vehicle (eg. Put in ear plugs / Check mounted Static Weapon's ammo)
- **Zeus** (`ACE_ZeusActions`)
Available to Zeus
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`ACE_Actions` and `ACE_SelfActions` can be added via config or by calling functions. Be aware that the functions modify the UI, and therefore need to be executed on client-side to take effect.
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The simplest action is just a condition and statement. The code to these are passed `[_target, _player, _actionParams]` . `_player` is `ace_player` ; `_target` is the object being interacted with; and the 3rd argument is the optional action parameters (default `[]` ).
## 2. Adding actions via config
Example:
```cpp
class CfgVehicles {
class Man;
class CAManBase: Man {
class ACE_SelfActions {
class danceParty {
displayName = "dance";
condition = "[_player] call onDanceFloor";
exceptions[] = {};
statement = "_player switchMove 'TestDance'";
icon = "\z\dance.paa";
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};
};
};
};
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```
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| Config Name | Type | Description |
| ---------- | ----------- | ------------------- |
| `displayName` | String | Text shown to user |
| `condition` | String (of code) | Condition to show the action |
| `statement` | String (of code) | Statement run when selected |
| `icon` | String (file path) | Icon shown (OPTIONAL) |
| `exceptions` | Array (of strings) | Exceptions to `canInteractWith` conditions (e.g. `"notOnMap"` ) (OPTIONAL) |
| `insertChildren` | String (of code) | Code to return sub actions (OPTIONAL) |
| `modifierFunction` | String (of code) | Code to modify this action (OPTIONAL) |
| `runOnHover` | Number or String | (1=true) OR Condition code - Will run the statement on hover (OPTIONAL) |
| `distance` | Number | External Base Actions Only, Max distance player can be from action point |
| `position` | String (of code) | External Base Actions Only, Code to return a position in model cords (priority over `selection` ) |
| `selection` | String | External Base Actions Only, A memory point for `selectionPosition` |
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Actions can be inserted anywhere on the config tree, e.g. hearing's earplugs is a sub action of `ACE_Equipment` :
```cpp
class CAManBase: Man {
class ACE_SelfActions {
class ACE_Equipment {
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class ACE_PutInEarplugs {};
};
};
};
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```
## 3. Adding actions via scripts
Two steps, creating an action (array) and then adding it to either a class or object.
Important: `ace_common_fnc_canInteractWith` is not automatically checked and needs to be explicitly called.
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### 3.1 fnc_createAction
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`ace_interact_menu_fnc_createAction`
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```sqf
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/*
* Argument:
* 0: Action name < STRING >
* 1: Name of the action shown in the menu < STRING >
* 2: Icon < STRING >
* 3: Statement < CODE >
* 4: Condition < CODE >
* 5: Insert children code < CODE > (Optional)
* 6: Action parameters < ANY > (Optional)
* 7: Position (Position array, Position code or Selection Name) < ARRAY > , < CODE > or < STRING > (Optional)
* 8: Distance < NUMBER > (Optional)
* 9: Other parameters [showDisabled,enableInside,canCollapse,runOnHover,doNotCheckLOS] < ARRAY > (Optional)
* 10: Modifier function < CODE > (Optional)
*/
```
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### 3.2 fnc_addActionToClass
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`ace_interact_menu_fnc_addActionToClass`
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```sqf
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/*
* Argument:
* 0: TypeOf of the class < STRING >
* 1: Type of action, 0 for actions, 1 for self-actions < NUMBER >
* 2: Parent path of the new action < ARRAY >
* 3: Action < ARRAY >
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* 4: Use Inheritance (Default: False) < BOOL >< OPTIONAL >
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*/
```
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By default this function will not use inheritance, so actions will only be added to the specific class.
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### 3.3 fnc_addActionToObject
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`ace_interact_menu_fnc_addActionToObject`
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```sqf
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/*
* Argument:
* 0: Object the action should be assigned to < OBJECT >
* 1: Type of action, 0 for actions, 1 for self-actions < NUMBER >
* 2: Parent path of the new action < ARRAY > (Example: `["ACE_SelfActions", "ACE_Equipment"]` )
* 3: Action < ARRAY >
*/
```
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### 3.4 fnc_addActionToZeus
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`ace_interact_menu_fnc_addActionToZeus`
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```sqf
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/*
* Argument:
* 0: Parent path of the new action < ARRAY > (Example: `["ACE_ZeusActions"]` )
* 1: Action < ARRAY >
*/
```
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### 3.5 Examples
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External:
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```sqf
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_action = ["VulcanPinch","Vulcan Pinch","",{_target setDamage 1;},{true},{},[parameters], [0,0,0], 100] call ace_interact_menu_fnc_createAction;
[cursorTarget, 0, ["ACE_TapShoulderRight"], _action] call ace_interact_menu_fnc_addActionToObject;
```
Self:
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```sqf
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_condition = {
(!pabst_radioFinder_on) & & {(backpack _player) in pabst_radioFinder_backpacks} & & {[_player, _target, []] call ace_common_fnc_canInteractWith}
};
_statement = {
[true] call pabst_fnc_radioFinder_action;
};
_action = ["Open RDF","Radio Direction Finder","pabst\RDF.jpg",_statement,_condition] call ace_interact_menu_fnc_createAction;
[(typeOf _unit), 1, ["ACE_SelfActions"], _action] call ace_interact_menu_fnc_addActionToClass;
```
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Using `addActionToClass` inheritance:
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```sqf
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// Adds action to check fuel levels for all land vehicles
_action = ["CheckFuel", "Check Fuel", "", {hint format ["Fuel: %1", fuel _target]}, {true}] call ace_interact_menu_fnc_createAction;
["LandVehicle", 0, ["ACE_MainActions"], _action, true] call ace_interact_menu_fnc_addActionToClass;
// Adds action to check external fuel levels on tanks. Will be a sub action of the previous action.
_action = ["CheckExtTank","Check External Tank","",{hint format ["Ext Tank: %1", 5]},{true}] call ace_interact_menu_fnc_createAction;
["Tank_F", 0, ["ACE_MainActions", "CheckFuel"], _action, true] call ace_interact_menu_fnc_addActionToClass;
```
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Zeus:
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```sqf
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_statement = {
playSound3D ["alarm.ogg", theBase]
};
_action = ["myMissionEvent1","Mission Event: Play Base Alarm","",_statement,{true}] call ace_interact_menu_fnc_createAction;
[["ACE_ZeusActions"], _action] call ace_interact_menu_fnc_addActionToZeus;
```
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### 3.6 Advanced Example
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This adds an interaction to a unit that allows passing items that the player is carrying.
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- The child actions are generated dynamically based on the items in the player's inventory.
- The parent action's display name is modified based on the item count.
- When hovering on the action, a hint text is sent to the target.
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```sqf
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_condition = {
true
};
_statement = {
params ["_target", "_player", "_params"];
diag_log format ["_statement [%1, %2, %3]", _target, _player, _params];
// Run on hover:
["ace_common_displayTextStructured", ["someone is thinking of giving you items", 1.5, _target], [_target]] call CBA_fnc_targetEvent;
};
_insertChildren = {
params ["_target", "_player", "_params"];
diag_log format ["_insertChildren [%1, %2, %3]", _target, _player, _params];
// Add children to this action
private _actions = [];
{
private _childStatement = {diag_log format ["givingItem %1", _this]; _target addItem (_this select 2);};
private _action = [format ["item:%1",_x], _x, "", _childStatement, {true}, {}, _x] call ace_interact_menu_fnc_createAction;
_actions pushBack [_action, [], _target]; // New action, it's children, and the action's target
} forEach (items _player);
_actions
};
_modifierFunc = {
params ["_target", "_player", "_params", "_actionData"];
diag_log format ["_modifierFunc [%1, %2, %3]", _target, _player, _params];
// Modify the action - index 1 is the display name, 2 is the icon...
_actionData set [1, format ["Give Items: %1", count (items player)]];
};
_action = ["GiveItems", "?","",_statement,_condition,_insertChildren,[123],"",4,[false, false, false, true, false], _modifierFunc] call ace_interact_menu_fnc_createAction;
[q3, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject;
```
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### 3.7 Using `ace_interact_menu_newControllableObject` event
CBA event `ace_interact_menu_newControllableObject` fires only once the first time the player controls a new object (new man, vehicle or controlled UAV)
This is the ideal way to add self interaction actions, as adding them via `addActionToClass` will force self interaction actions to be compiled for classes that may never be used.
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```sqf
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// Example: Add radio self-action to all civilian cars
["ace_interact_menu_newControllableObject", {
params ["_type"]; // string of the object's classname
if (!(_type isKindOf "Car")) exitWith {};
if ((getNumber (configFile >> "CfgVehicles" >> _type >> "side")) != 3) exitWith {};
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private _action = ["playRadio","Play Radio","",{playMusic "NeverGonnaGiveYouUp"},{true}] call ace_interact_menu_fnc_createAction;
[_type, 1, ["ACE_SelfActions"], _action, true] call ace_interact_menu_fnc_addActionToClass;
}] call CBA_fnc_addEventHandler;
```