Arma 3 Scripting

Command in Interaction

showCommandingMenu

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Description

Create the commanding menu described by the given config class or menu name. When the name is empty, the current menu is hidden.

If commanding menu has "expression" set up, the expression will receive the following arguments when user activated the menu item:

Syntax

showCommandingMenu name

Parameters:

Returns: Nothing

Examples

Example 1

showCommandingMenu "";

Example 2

showCommandingMenu "MyClassName";

Example 3

showCommandingMenu "#USER:Tag_Menu_myMenu_0";

Example 4

showCommandingMenu "RscMainMenu";

See also

commandingMenu · Arma 3: Communication Menu · BIS_fnc_createMenu

Community notes

LaKing
// This script will create a custom menu, and display it once.

MY_SUBMENU_inCommunication =
[
    ["User submenu", true],
    ["Option-1", [2], "", -5, [["expression", "player sidechat ""-1"" "]], "0", "0", "\ca\ui\data\cursor_support_ca"],
    ["Option 0", [3], "", -5, [["expression", "player sidechat "" 0"" "]], "1", "0", "\ca\ui\data\cursor_support_ca"],
    ["Option 1", [4], "", -5, [["expression", "player sidechat "" 1"" "]], "1", "CursorOnGround", "\ca\ui\data\cursor_support_ca"]
];

MY_MENU_inCommunication =
[
    // First array: "User menu" This will be displayed under the menu, bool value: has Input Focus or not.
    // Note that as to version Template:arma2 1.05, if the bool value set to false, Custom Icons will not be displayed.
    ["User menu", false],

    // Syntax and semantics for following array elements:
    // ["Title_in_menu", [assigned_key], "Submenu_name", CMD, [["expression",script-string]], "isVisible", "isActive" <, optional icon path>]
    // Title_in_menu: string that will be displayed for the player
    // Assigned_key: 0 - no key, 1 - escape key, 2 - key-1, 3 - key-2, ... , 10 - key-9, 11 - key-0, 12 and up... the whole keyboard
    // Submenu_name: User menu name string (eg "#USER:MY_SUBMENU_NAME" ), "" for script to execute.
    // CMD: (for main menu:) CMD_SEPARATOR -1; CMD_NOTHING -2; CMD_HIDE_MENU -3; CMD_BACK -4; (for custom menu:) CMD_EXECUTE -5
    // script-string: command to be executed on activation. (no arguments passed)
    // isVisible - Boolean 1 or 0 for yes or no, - or optional argument string, eg: "CursorOnGround"
    // isActive - Boolean 1 or 0 for yes or no - if item is not active, it appears gray.
    // optional icon path: The path to the texture of the cursor, that should be used on this menuitem.
    ["First", [0], "", -5, [["expression", "player sidechat ""First"" "]], "1", "1"],
    ["Second", [2], "", -5, [["expression", "player sidechat ""Second"" "]], "1", "1"],
    ["Submenu", [3], "#USER:MY_SUBMENU_inCommunication", -5, [["expression", "player sidechat ""Submenu"" "]], "1", "1"]
];

showCommandingMenu "#USER:MY_MENU_inCommunication";

Appendix, list of optional argument strings:

  • AmmoLow
  • AreActions
  • CanAnswer
  • CanDeselectTeamFromBar
  • CanDeselectUnitFromBar
  • CanDeselectVehicleFromBar
  • CanSelectTeamFromBar
  • CanSelectUnitFromBar
  • CanSelectVehicleFromBar
  • CommandsToGunner
  • CommandsToPilot
  • CursorOnEmptyVehicle
  • CursorOnEnemy
  • CursorOnFriendly
  • CursorOnGround
  • CursorOnGroupMember
  • CursorOnGroupMemberSelected
  • CursorOnHoldingFire
  • CursorOnNeedFirstAID
  • CursorOnNeedHeal
  • CursorOnNotEmptySubgroups
  • CursorOnVehicleCanGetIn
  • FormationDiamond
  • FormationLine
  • FuelLow
  • HasRadio
  • HCCanDeselectTeamFromBar
  • HCCanDeselectUnitFromBar
  • HCCanSelectTeamFromBar
  • HCCanSelectUnitFromBar
  • HCCursorOnIcon
  • HCCursorOnIconenemy
  • HCCursorOnIconSelectable
  • HCCursorOnIconSelectableSelected
  • HCIsLeader
  • HCNotEmpty
  • Injured
  • IsAlone
  • IsAloneInVehicle
  • IsCommander
  • IsLeader
  • IsSelectedToAdd
  • IsTeamSwitch
  • IsWatchCommanded
  • IsXbox
  • Multiplayer
  • NotEmpty
  • NotEmptyBlueTeam
  • NotEmptyCommanders
  • NotEmptyGreenTeam
  • NotEmptyInVehicle
  • NotEmptyMainTeam
  • NotEmptyRedTeam
  • NotEmptySoldiers
  • NotEmptySubgroups
  • NotEmptyYellowTeam
  • PlayableLeader
  • PlayableSelected
  • PlayerOwnRadio
  • PlayerVehicleCanGetIn
  • SelectedTeam
  • SelectedUnit
  • SomeSelectedHaveTarget
  • SomeSelectedHoldingFire
  • VehicleCommander
SilentSpike

You can combine the argument strings (see the above note) together to create OR conditions.

Hence "HasRadioIsLeader" is true when the unit is a leader or has a radio.