Action menu didn't show whilst player in parachute. Action added to parachute vehicle (Steerable_Parachute_F) by addAction function.
Description
Details
- Severity
- Minor
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Operating System Version
- Any
- Category
- Scripting
_dir = getDir player; _chute = createVehicle ["Steerable_Parachute_F", [0,0,0], [], _dir, "FLY"]; _chute disableCollisionWith player; _chute setPosATL (getPosATL player); _chute setDir _dir; _chute addAction ["Do Something", { systemChat "It works!" }]; player assignAsDriver _chute; player moveInDriver _chute; player setVelocity [(sin (_dir)) * 50, (cos (_dir)) * 50, -7];
The same behaviour if action added to player like
player addAction ["Do Something", { systemChat "It works!" }];
Event Timeline
Action needs target, in case of parachute, if it above player so it is not a in cursor target detection. in case of player, the player in a vehicle, which is parachute so it won’t work on player
Having an action menu for opening a parachute is ancient by now. BI should change it to the F key... You are clearly in freefall animation and won't be shooting so the "Cycle Firemodes" key "F" is useless anyway. And once your parachute is open the F key returns to normal. That is called Context Keybinding and is very helpful for not having to bind different actions to different keys. When freefalling a small text should appear "Press F to open your chute".
Arma is sandbox but with many strange restrictions. I dont want shooting from parachute, just wants "cut slings" action.
you can try using selection or memory point argument and attach action to that in case parachute has one in front of player
What do you mean it is not right way, addAction has many params, 2 of which selection and memory point
Right way is add action to player or object and not on some attached objects created for this purpose. The best case is add action to player itself BUT this don't work in vehicles.
did I say add attached object? there might be a selection or memory point on parachute that is in front of the player that can act as a target for addaction. The bottom line is, unless another special param introduced to alter behaviour of addAction the current behaviour won’t be altered because of backward compatibility