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Action and InputAction

Action holds the character acts of Just Cause 4: the events that drive a character's animation and behavior graph (jump, crouch, ragdoll, enter a vehicle, open the parachute, ...). InputAction holds the names of player input actions (what a button press means to the game, like "jump"). Use Action to make the local character do something, and InputAction to read or block the local player's input.

Available on: Client

Values​

Action​

Each value is a 32-bit hash of the game's act name (shown in the second column), the same value Hash returns for that name: Hash("ACT_JUMP") == Action.Jump. The values are opaque numbers: compare and pass them, don't do math on them.

Used by:

  • Local.PlayAction(action): queues the act on the local player's character, as if the game had triggered it. Whether the character actually performs it depends on its current state (an act that makes no sense in the current state, like ExitVehicle while on foot, is ignored by the game). Only the local character is affected and nothing is synced by this call itself; the movement it causes is synced like any other movement of the local player.

Notes:

  • Many acts are internal steps the game queues itself (direction-specific starts and stops, vehicle animation inputs, cover sub-states). Queuing them from a script may do nothing, or may put the character in an odd state. The most useful ones for scripts are the general ones such as Jump, Crouch, Stand, FullRagdoll, Evade, Reload, TriggerParachute, CloseParachute, TriggerWingsuit, CloseWingsuit, ExitVehicle and AbortCustomAnimation.
  • In the directional names, 0 is straight ahead, 90R / 90L is 90 degrees to the right / left, 180 is behind, and so on.
NameGame actMeaning
Action.UpdateACT_UPDATEThe generic per-update act of the character's action graph.
Action.NoneACT_NONEThe empty act. Does nothing.
Action.HitreactVehicleImpactLow0ACT_HITREACT_VEHICLE_IMPACT_LOW_0Hit by a vehicle, low impact, from the front.
Action.HitreactVehicleImpactLow120RACT_HITREACT_VEHICLE_IMPACT_LOW_120RHit by a vehicle, low impact, from 120 degrees to the right.
Action.HitreactVehicleImpactLow120LACT_HITREACT_VEHICLE_IMPACT_LOW_120LHit by a vehicle, low impact, from 120 degrees to the left.
Action.HitreactVehicleImpactMidFrontACT_HITREACT_VEHICLE_IMPACT_MID_FRONTHit by a vehicle, medium impact, from the front.
Action.HitreactVehicleImpactMidBackACT_HITREACT_VEHICLE_IMPACT_MID_BACKHit by a vehicle, medium impact, from behind.
Action.HitreactVehicleImpactHighLeftACT_HITREACT_VEHICLE_IMPACT_HIGH_LEFTHit by a vehicle, high impact, from the left.
Action.HitreactVehicleImpactHighACT_HITREACT_VEHICLE_IMPACT_HIGHHit by a vehicle, high impact.
Action.HitreactVehicleImpactHighRightACT_HITREACT_VEHICLE_IMPACT_HIGH_RIGHTHit by a vehicle, high impact, from the right.
Action.HitreactBulletACT_HITREACT_BULLETFlinch from a bullet hit.
Action.HitreactStumbleACT_HITREACT_STUMBLEStumble.
Action.HitreactStumbleBulletACT_HITREACT_STUMBLE_BULLETStumble from a bullet hit.
Action.HitreactStumbleMeleeACT_HITREACT_STUMBLE_MELEEStumble from a melee hit.
Action.HitreactFlyACT_HITREACT_FLYKnocked off the feet and sent flying.
Action.HitreactGrappleACT_HITREACT_GRAPPLEReaction to being hit by a grapple.
Action.HitreactRagdollACT_HITREACT_RAGDOLLHit reaction that ends in ragdoll.
Action.HitreactReelKick0ACT_HITREACT_REEL_KICK_0Kicked by someone reeling in on the grapple, hit from straight ahead (0 degrees).
Action.HitreactReelKick90RACT_HITREACT_REEL_KICK_90RKicked by someone reeling in on the grapple, hit from 90 degrees to the right.
Action.HitreactReelKick90LACT_HITREACT_REEL_KICK_90LKicked by someone reeling in on the grapple, hit from 90 degrees to the left.
Action.HitreactReelKick180ACT_HITREACT_REEL_KICK_180Kicked by someone reeling in on the grapple, hit from 180 degrees (behind).
Action.GrappleRagdollACT_GRAPPLE_RAGDOLLPulled into ragdoll by a grapple.
Action.GrappleVehicleYankACT_GRAPPLE_VEHICLE_YANKYanked by a grapple, vehicle variant.
Action.GrappleFwdYankACT_GRAPPLE_FWD_YANKYanked forward by a grapple.
Action.GrappleBwdYankACT_GRAPPLE_BWD_YANKYanked backward by a grapple.
Action.GrappleFwdLeftYankACT_GRAPPLE_FWD_LEFT_YANKYanked forward and to the left by a grapple.
Action.GrappleFwdRightYankACT_GRAPPLE_FWD_RIGHT_YANKYanked forward and to the right by a grapple.
Action.GrappleBwdLeftYankACT_GRAPPLE_BWD_LEFT_YANKYanked backward and to the left by a grapple.
Action.GrappleBwdRightYankACT_GRAPPLE_BWD_RIGHT_YANKYanked backward and to the right by a grapple.
Action.GrappleFwdYankDownACT_GRAPPLE_FWD_YANK_DOWNYanked forward and down to the ground by a grapple.
Action.GrappleBwdYankDownACT_GRAPPLE_BWD_YANK_DOWNYanked backward and down to the ground by a grapple.
Action.GrappleLeftYankDownACT_GRAPPLE_LEFT_YANK_DOWNYanked to the left and down to the ground by a grapple.
Action.GrappleRightYankDownACT_GRAPPLE_RIGHT_YANK_DOWNYanked to the right and down to the ground by a grapple.
Action.SlingsuitToReelACT_SLINGSUIT_TO_REELGo from wingsuit flight straight into a grapple reel-in.
Action.ClimbObstacleACT_CLIMB_OBSTACLEClimb over an obstacle.
Action.JumpACT_JUMPJump.
Action.StandACT_STANDStand up (leave the crouch).
Action.CrouchACT_CROUCHCrouch.
Action.ForceDeathRagdollACT_FORCE_DEATH_RAGDOLLForce the death ragdoll.
Action.FallACT_FALLStart falling.
Action.FullRagdollACT_FULL_RAGDOLLGo fully ragdoll (the same act player:GoRagdoll() uses).
Action.RagdollImpactACT_RAGDOLL_IMPACTRagdoll impact reaction.
Action.StepBackwardACT_STEP_BACKWARDTake a step backward.
Action.WindGustACT_WIND_GUSTReact to a gust of wind.
Action.CloseLeftDoorFromInsideACT_CLOSE_LEFT_DOOR_FROM_INSIDEClose the left vehicle door from inside.
Action.CloseRightDoorFromInsideACT_CLOSE_RIGHT_DOOR_FROM_INSIDEClose the right vehicle door from inside.
Action.RagdollInairStabilizationBwdACT_RAGDOLL_INAIR_STABILIZATION_BWDRecover in the air from a ragdoll, falling backward.
Action.RagdollInairStabilizationFwdACT_RAGDOLL_INAIR_STABILIZATION_FWDRecover in the air from a ragdoll, falling forward.
Action.IdleVehicleACT_IDLE_VEHICLEIdle while seated in a vehicle.
Action.SwitchSeatACT_SWITCH_SEATSwitch to another seat of the current vehicle.
Action.EnterVehicleACT_ENTER_VEHICLEEnter a vehicle.
Action.EnterVehicleMountedWeaponACT_ENTER_VEHICLE_MOUNTED_WEAPONEnter a vehicle's mounted weapon seat.
Action.EnterVehicleCargoBayACT_ENTER_VEHICLE_CARGO_BAYEnter a vehicle through its cargo bay.
Action.EnterVehicleRightACT_ENTER_VEHICLE_RIGHTEnter a vehicle from the right side.
Action.StuntVehicleACT_STUNT_VEHICLEClimb onto the vehicle into a stunt position.
Action.ExitVehicleACT_EXIT_VEHICLEExit the vehicle.
Action.ExitVehicle0ACT_EXIT_VEHICLE_0Exit the vehicle, leaving straight ahead (0 degrees).
Action.ExitVehicle90RACT_EXIT_VEHICLE_90RExit the vehicle, leaving 90 degrees to the right.
Action.ExitVehicle90LACT_EXIT_VEHICLE_90LExit the vehicle, leaving 90 degrees to the left.
Action.ExitVehicle180ACT_EXIT_VEHICLE_180Exit the vehicle, leaving 180 degrees (behind).
Action.ExitVehicleHijackACT_EXIT_VEHICLE_HIJACKGet thrown out of the vehicle by a hijacker.
Action.ExitVehicleRightACT_EXIT_VEHICLE_RIGHTExit the vehicle on the right side.
Action.AccForwardACT_ACC_FORWARDVehicle animation input: accelerating forward.
Action.AccBackwardACT_ACC_BACKWARDVehicle animation input: accelerating backward.
Action.NoAccACT_NO_ACCVehicle animation input: not accelerating.
Action.TurnLeftACT_TURN_LEFTVehicle animation input: steering left.
Action.TurnRightACT_TURN_RIGHTVehicle animation input: steering right.
Action.NoTurnACT_NO_TURNVehicle animation input: not steering.
Action.NoVelocityVehicleACT_NO_VELOCITY_VEHICLEVehicle animation input: the vehicle is standing still.
Action.HaveVelocityVehicleACT_HAVE_VELOCITY_VEHICLEVehicle animation input: the vehicle is moving.
Action.ReverseMotorbikeACT_REVERSE_MOTORBIKEReverse on a motorbike.
Action.PanicExitVehicleACT_PANIC_EXIT_VEHICLEBail out of the vehicle in a panic.
Action.TeleportExitACT_TELEPORT_EXITExit the vehicle as part of a teleport.
Action.FastTravelFreefallZombieACT_FAST_TRAVEL_FREEFALL_ZOMBIEFast travel freefall pose.
Action.FastTravelFreefallDropACT_FAST_TRAVEL_FREEFALL_DROPDrop out of the fast travel freefall.
Action.StuntTransitionACT_STUNT_TRANSITIONMove between stunt positions on a vehicle.
Action.EnterMountedWeaponACT_ENTER_MOUNTED_WEAPONGet on a mounted weapon.
Action.ExitMountedWeaponACT_EXIT_MOUNTED_WEAPONGet off a mounted weapon.
Action.PickupMountedWeaponACT_PICKUP_MOUNTED_WEAPONRip a mounted weapon off its mount and carry it.
Action.PickupWeaponACT_PICKUP_WEAPONPick up a weapon.
Action.WeaponSetting1ACT_WEAPON_SETTING1Switch the weapon to its firing setting 1.
Action.WeaponSetting2ACT_WEAPON_SETTING2Switch the weapon to its firing setting 2.
Action.WeaponSetting3ACT_WEAPON_SETTING3Switch the weapon to its firing setting 3.
Action.MgunStopAimingACT_MGUN_STOP_AIMINGStop aiming a mounted gun.
Action.MortarStartAimingACT_MORTAR_START_AIMINGStart aiming a mortar.
Action.MortarFireACT_MORTAR_FIREFire a mortar.
Action.MortarStopAimingACT_MORTAR_STOP_AIMINGStop aiming a mortar.
Action.OnUnequipWeaponSlowACT_ON_UNEQUIP_WEAPON_SLOWPut the weapon away slowly.
Action.PullchordACT_PULLCHORDPull the parachute ripcord.
Action.LocomotionReactionAccDirectionalACT_LOCOMOTION_REACTION_ACC_DIRECTIONALBody reaction to a sudden directional acceleration.
Action.LocomotionReactionAccDirectionalHeavyACT_LOCOMOTION_REACTION_ACC_DIRECTIONAL_HEAVYHeavy body reaction to a sudden directional acceleration.
Action.LocomotionReactionAccBumpACT_LOCOMOTION_REACTION_ACC_BUMPBody reaction to a bump.
Action.LocomotionReactionAccBumpHeavyACT_LOCOMOTION_REACTION_ACC_BUMP_HEAVYHeavy body reaction to a bump.
Action.LocomotionReactionAdditiveACT_LOCOMOTION_REACTION_ADDITIVEAdditive (layered on top) locomotion reaction.
Action.StuntVehicleExitACT_STUNT_VEHICLE_EXITLeave the stunt position on a vehicle.
Action.EnterMountedGunACT_ENTER_MOUNTED_GUNGet on a mounted gun.
Action.SwitchDrivingDirectionACT_SWITCH_DRIVING_DIRECTIONSwitch the driving direction.
Action.FireACT_FIREFire the weapon.
Action.ReloadACT_RELOADReload the weapon.
Action.KeepHangingACT_KEEP_HANGINGKeep hanging.
Action.EjectFromVehicleACT_EJECT_FROM_VEHICLEEject from the vehicle.
Action.EjectFromVehicleMgACT_EJECT_FROM_VEHICLE_MGEject from a vehicle's mounted gun.
Action.IdledForALongLongTimeACT_IDLED_FOR_A_LONG_LONG_TIMETrigger the long idle animation.
Action.AbortCustomAnimationACT_ABORT_CUSTOM_ANIMATIONAbort a custom (scripted) animation.
Action.RotateCwACT_ROTATE_CWRotate clockwise.
Action.RotateCcwACT_ROTATE_CCWRotate counterclockwise.
Action.EvadeACT_EVADEEvade (dodge roll).
Action.PickupACT_PICKUPPick up an item.
Action.GetHijackACT_GET_HIJACKGet hijacked.
Action.IdleACT_IDLEGo idle.
Action.OnStartingAimACT_ON_STARTING_AIMStart aiming.
Action.AimACT_AIMAim.
Action.OnLeavingAimACT_ON_LEAVING_AIMStop aiming.
Action.ExitContextActionACT_EXIT_CONTEXT_ACTIONExit the current context action (an interaction with the world).
Action.InterruptContextActionACT_INTERRUPT_CONTEXT_ACTIONInterrupt the current context action.
Action.ExtToIdleACT_EXT_TO_IDLEExit into idle.
Action.StartVaultACT_START_VAULTStart vaulting over something.
Action.EndVaultACT_END_VAULTFinish a vault.
Action.ToIdleACT_TO_IDLEGo to idle.
Action.ToPrecisionIdleACT_TO_PRECISION_IDLEGo to the precision aim idle.
Action.ToIdleOneOffACT_TO_IDLE_ONE_OFFGo to idle once (one-off transition).
Action.StuntTurn0ACT_STUNT_TURN_0Turn on a stunt position, straight ahead (0 degrees).
Action.StuntTurn120RACT_STUNT_TURN_120RTurn on a stunt position, 120 degrees to the right.
Action.StuntTurn120LACT_STUNT_TURN_120LTurn on a stunt position, 120 degrees to the left.
Action.Flick0ACT_FLICK_0Quick flick turn, straight ahead (0 degrees).
Action.Flick120RACT_FLICK_120RQuick flick turn, 120 degrees to the right.
Action.Flick120LACT_FLICK_120LQuick flick turn, 120 degrees to the left.
Action.Flick0NoAimACT_FLICK_0_NO_AIMQuick flick turn without aiming, straight ahead (0 degrees).
Action.Flick120RNoAimACT_FLICK_120R_NO_AIMQuick flick turn without aiming, 120 degrees to the right.
Action.Flick120LNoAimACT_FLICK_120L_NO_AIMQuick flick turn without aiming, 120 degrees to the left.
Action.Flick0AimACT_FLICK_0_AIMQuick flick turn while aiming, straight ahead (0 degrees).
Action.Flick90RAimACT_FLICK_90R_AIMQuick flick turn while aiming, 90 degrees to the right.
Action.Flick90LAimACT_FLICK_90L_AIMQuick flick turn while aiming, 90 degrees to the left.
Action.Flick180AimACT_FLICK_180_AIMQuick flick turn while aiming, 180 degrees (behind).
Action.MoveRelativeFocus90RACT_MOVE_RELATIVE_FOCUS_90RMove relative to the focus direction, 90 degrees to the right.
Action.MoveRelativeFocus90LACT_MOVE_RELATIVE_FOCUS_90LMove relative to the focus direction, 90 degrees to the left.
Action.MoveRelativeFocus180ACT_MOVE_RELATIVE_FOCUS_180Move relative to the focus direction, 180 degrees (behind).
Action.TrailRightACT_TRAIL_RIGHTTrailing movement to the right.
Action.TrailLeftACT_TRAIL_LEFTTrailing movement to the left.
Action.TrailExitACT_TRAIL_EXITEnd the trailing movement.
Action.AimFocusRotate90LACT_AIM_FOCUS_ROTATE_90LRotate while aiming, 90 degrees to the left.
Action.AimFocusRotate90RACT_AIM_FOCUS_ROTATE_90RRotate while aiming, 90 degrees to the right.
Action.StuntRotateACT_STUNT_ROTATERotate on a stunt position.
Action.RotateRightStartACT_ROTATE_RIGHT_STARTStart rotating to the right.
Action.RotateLeftStartACT_ROTATE_LEFT_STARTStart rotating to the left.
Action.RotateEndACT_ROTATE_ENDStop rotating.
Action.Rotate45LACT_ROTATE_45LRotate in place, 45 degrees to the left.
Action.Rotate45RACT_ROTATE_45RRotate in place, 45 degrees to the right.
Action.Rotate180LACT_ROTATE_180LRotate in place, 180 degrees to the left.
Action.Rotate180RACT_ROTATE_180RRotate in place, 180 degrees to the right.
Action.Rotate90LACT_ROTATE_90LRotate in place, 90 degrees to the left.
Action.Rotate90RACT_ROTATE_90RRotate in place, 90 degrees to the right.
Action.ShuffleRotateSmallACT_SHUFFLE_ROTATE_SMALLSmall shuffling rotation in place.
Action.ShuffleRotateRACT_SHUFFLE_ROTATE_RShuffling rotation to the right.
Action.ShuffleRotateLACT_SHUFFLE_ROTATE_LShuffling rotation to the left.
Action.FlankedRotateRACT_FLANKED_ROTATE_RRotate to the right when flanked.
Action.FlankedRotateLACT_FLANKED_ROTATE_LRotate to the left when flanked.
Action.Turn180LACT_TURN_180LTurn, 180 degrees to the left.
Action.Turn180RACT_TURN_180RTurn, 180 degrees to the right.
Action.Turn90LACT_TURN_90LTurn, 90 degrees to the left.
Action.Turn90RACT_TURN_90RTurn, 90 degrees to the right.
Action.Turn0ACT_TURN_0Turn, straight ahead (0 degrees).
Action.Rotate180LWarpACT_ROTATE_180L_WARPRotate in place with a warp (snap), 180 degrees to the left.
Action.Rotate180RWarpACT_ROTATE_180R_WARPRotate in place with a warp (snap), 180 degrees to the right.
Action.Rotate90LWarpACT_ROTATE_90L_WARPRotate in place with a warp (snap), 90 degrees to the left.
Action.Rotate90RWarpACT_ROTATE_90R_WARPRotate in place with a warp (snap), 90 degrees to the right.
Action.ReactExplosionFrontACT_REACT_EXPLOSION_FRONTReact to an explosion in front.
Action.ReactExplosionRightACT_REACT_EXPLOSION_RIGHTReact to an explosion on the right.
Action.ReactExplosionBackACT_REACT_EXPLOSION_BACKReact to an explosion behind.
Action.ReactExplosionLeftACT_REACT_EXPLOSION_LEFTReact to an explosion on the left.
Action.ReactExplosionACT_REACT_EXPLOSIONReact to an explosion.
Action.Move0ACT_MOVE_0Move, straight ahead (0 degrees).
Action.Move90RACT_MOVE_90RMove, 90 degrees to the right.
Action.Move90LACT_MOVE_90LMove, 90 degrees to the left.
Action.IdleToStart0ACT_IDLE_TO_START_0Start moving from idle, straight ahead (0 degrees).
Action.IdleToStart90RACT_IDLE_TO_START_90RStart moving from idle, 90 degrees to the right.
Action.IdleToStart90LACT_IDLE_TO_START_90LStart moving from idle, 90 degrees to the left.
Action.IdleToStart180RACT_IDLE_TO_START_180RStart moving from idle, 180 degrees to the right.
Action.IdleToStart180LACT_IDLE_TO_START_180LStart moving from idle, 180 degrees to the left.
Action.IdleToWalkStart0ACT_IDLE_TO_WALK_START_0Start walking from idle, straight ahead (0 degrees).
Action.IdleToWalkStart90RACT_IDLE_TO_WALK_START_90RStart walking from idle, 90 degrees to the right.
Action.IdleToWalkStart90LACT_IDLE_TO_WALK_START_90LStart walking from idle, 90 degrees to the left.
Action.IdleToWalkStart180RACT_IDLE_TO_WALK_START_180RStart walking from idle, 180 degrees to the right.
Action.IdleToWalkStart180LACT_IDLE_TO_WALK_START_180LStart walking from idle, 180 degrees to the left.
Action.StopACT_STOPStop moving.
Action.StopTurn0ACT_STOP_TURN_0Stop moving and turn, straight ahead (0 degrees).
Action.StopTurn90RACT_STOP_TURN_90RStop moving and turn, 90 degrees to the right.
Action.StopTurn90LACT_STOP_TURN_90LStop moving and turn, 90 degrees to the left.
Action.StopTurn180RACT_STOP_TURN_180RStop moving and turn, 180 degrees to the right.
Action.StopTurn180LACT_STOP_TURN_180LStop moving and turn, 180 degrees to the left.
Action.MoveAimFocus0ACT_MOVE_AIM_FOCUS_0Move while aiming, straight ahead (0 degrees) relative to the aim.
Action.MoveAimFocus45RACT_MOVE_AIM_FOCUS_45RMove while aiming, 45 degrees to the right relative to the aim.
Action.MoveAimFocus45LACT_MOVE_AIM_FOCUS_45LMove while aiming, 45 degrees to the left relative to the aim.
Action.MoveAimFocus90RACT_MOVE_AIM_FOCUS_90RMove while aiming, 90 degrees to the right relative to the aim.
Action.MoveAimFocus90LACT_MOVE_AIM_FOCUS_90LMove while aiming, 90 degrees to the left relative to the aim.
Action.MoveAimFocus135RACT_MOVE_AIM_FOCUS_135RMove while aiming, 135 degrees to the right relative to the aim.
Action.MoveAimFocus135LACT_MOVE_AIM_FOCUS_135LMove while aiming, 135 degrees to the left relative to the aim.
Action.MoveAimFocus180ACT_MOVE_AIM_FOCUS_180Move while aiming, 180 degrees (behind) relative to the aim.
Action.MoveWalkAimFocus0ACT_MOVE_WALK_AIM_FOCUS_0Walk while aiming, straight ahead (0 degrees) relative to the aim.
Action.MoveWalkAimFocus90RACT_MOVE_WALK_AIM_FOCUS_90RWalk while aiming, 90 degrees to the right relative to the aim.
Action.MoveWalkAimFocus90LACT_MOVE_WALK_AIM_FOCUS_90LWalk while aiming, 90 degrees to the left relative to the aim.
Action.MoveWalkAimFocus180ACT_MOVE_WALK_AIM_FOCUS_180Walk while aiming, 180 degrees (behind) relative to the aim.
Action.IdleToAccelCurveACT_IDLE_TO_ACCEL_CURVEAccelerate out of idle.
Action.MoveCinematicModeACT_MOVE_CINEMATIC_MODEMove in cinematic mode.
Action.MovePrecisionModeACT_MOVE_PRECISION_MODEMove in precision aim mode.
Action.MoveAimStrafeACT_MOVE_AIM_STRAFEStrafe while aiming.
Action.MoveNoAimACT_MOVE_NO_AIMMove without aiming.
Action.Move180BackpedalACT_MOVE_180_BACKPEDALBackpedal (move backward facing forward).
Action.MoveInputACT_MOVE_INPUTThere is movement input.
Action.NoMoveInputACT_NO_MOVE_INPUTThere is no movement input.
Action.MoveWalk0ACT_MOVE_WALK_0Walk straight ahead.
Action.MoveRelaxedACT_MOVE_RELAXEDMove in a relaxed manner.
Action.Move45RACT_MOVE_45RMove, 45 degrees to the right.
Action.Move45LACT_MOVE_45LMove, 45 degrees to the left.
Action.MoveBack0ACT_MOVE_BACK_0Move backward, straight ahead (0 degrees).
Action.MoveBack45RACT_MOVE_BACK_45RMove backward, 45 degrees to the right.
Action.MoveBack90RACT_MOVE_BACK_90RMove backward, 90 degrees to the right.
Action.MoveBack45LACT_MOVE_BACK_45LMove backward, 45 degrees to the left.
Action.MoveBack90LACT_MOVE_BACK_90LMove backward, 90 degrees to the left.
Action.IdleToWalkStartRACT_IDLE_TO_WALK_START_RStart walking from idle, to the right.
Action.IdleToWalkStartLACT_IDLE_TO_WALK_START_LStart walking from idle, to the left.
Action.IdleToRunStart0ACT_IDLE_TO_RUN_START_0Start running from idle, straight ahead (0 degrees).
Action.IdleToRunStart0LookLACT_IDLE_TO_RUN_START_0_LOOKLStart running from idle, straight ahead, looking left.
Action.IdleToRunStart0LookRACT_IDLE_TO_RUN_START_0_LOOKRStart running from idle, straight ahead, looking right.
Action.IdleToRunStartRACT_IDLE_TO_RUN_START_RStart running from idle, to the right.
Action.IdleToRunStartRLookLACT_IDLE_TO_RUN_START_R_LOOKLStart running from idle, to the right, looking left.
Action.IdleToRunStartRLookRACT_IDLE_TO_RUN_START_R_LOOKRStart running from idle, to the right, looking right.
Action.IdleToRunStartLACT_IDLE_TO_RUN_START_LStart running from idle, to the left.
Action.IdleToRunStartLLookLACT_IDLE_TO_RUN_START_L_LOOKLStart running from idle, to the left, looking left.
Action.IdleToRunStartLLookRACT_IDLE_TO_RUN_START_L_LOOKRStart running from idle, to the left, looking right.
Action.IdleToWalkStartBack0ACT_IDLE_TO_WALK_START_BACK_0Start walking backward from idle, straight ahead (0 degrees).
Action.IdleToWalkStartBackRACT_IDLE_TO_WALK_START_BACK_RStart walking backward from idle, to the right.
Action.IdleToWalkStartBackLACT_IDLE_TO_WALK_START_BACK_LStart walking backward from idle, to the left.
Action.IdleToRunStartBack0ACT_IDLE_TO_RUN_START_BACK_0Start running backward from idle, straight back.
Action.StopTurnRACT_STOP_TURN_RStop moving and turn, to the right.
Action.StopTurnLACT_STOP_TURN_LStop moving and turn, to the left.
Action.StopBackTurn0ACT_STOP_BACK_TURN_0Stop moving backward and turn, straight ahead (0 degrees).
Action.StopBackTurnRACT_STOP_BACK_TURN_RStop moving backward and turn, to the right.
Action.StopBackTurnLACT_STOP_BACK_TURN_LStop moving backward and turn, to the left.
Action.BackToFrontMoveTransitionTurnRACT_BACK_TO_FRONT_MOVE_TRANSITION_TURN_RSwitch from moving backward to moving forward, turning right.
Action.BackToFrontMoveTransitionTurnLACT_BACK_TO_FRONT_MOVE_TRANSITION_TURN_LSwitch from moving backward to moving forward, turning left.
Action.FrontToBackMoveTransitionTurnRACT_FRONT_TO_BACK_MOVE_TRANSITION_TURN_RSwitch from moving forward to moving backward, turning right.
Action.FrontToBackMoveTransitionTurnLACT_FRONT_TO_BACK_MOVE_TRANSITION_TURN_LSwitch from moving forward to moving backward, turning left.
Action.StopAndEnterCoverACT_STOP_AND_ENTER_COVERStop and take cover.
Action.InvalidateCoverACT_INVALIDATE_COVERThe current cover is no longer valid, leave it.
Action.CoverToIdleACT_COVER_TO_IDLELeave cover into idle.
Action.ExceptionCoverToIdleACT_EXCEPTION_COVER_TO_IDLELeave cover into idle (interrupted).
Action.CrouchHideCoverACT_CROUCH_HIDE_COVERHide behind low cover, crouching.
Action.StandHideCoverACT_STAND_HIDE_COVERHide behind high cover, standing.
Action.CrouchAttackOverCoverACT_CROUCH_ATTACK_OVER_COVERFrom cover (crouching), shoot aimed over the cover.
Action.CrouchBlindfireOverCoverACT_CROUCH_BLINDFIRE_OVER_COVERFrom cover (crouching), blind fire over the cover.
Action.CrouchLookOverCoverACT_CROUCH_LOOK_OVER_COVERFrom cover (crouching), peek over the cover.
Action.CrouchGrenadeThrowOverCoverACT_CROUCH_GRENADETHROW_OVER_COVERFrom cover (crouching), throw a grenade over the cover.
Action.CrouchAttackLeftCoverACT_CROUCH_ATTACK_LEFT_COVERFrom cover (crouching), shoot aimed around the left side of the cover.
Action.CrouchBlindfireLeftCoverACT_CROUCH_BLINDFIRE_LEFT_COVERFrom cover (crouching), blind fire around the left side of the cover.
Action.CrouchLookLeftCoverACT_CROUCH_LOOK_LEFT_COVERFrom cover (crouching), peek around the left side of the cover.
Action.CrouchGrenadeThrowLeftCoverACT_CROUCH_GRENADETHROW_LEFT_COVERFrom cover (crouching), throw a grenade around the left side of the cover.
Action.CrouchAttackRightCoverACT_CROUCH_ATTACK_RIGHT_COVERFrom cover (crouching), shoot aimed around the right side of the cover.
Action.CrouchBlindfireRightCoverACT_CROUCH_BLINDFIRE_RIGHT_COVERFrom cover (crouching), blind fire around the right side of the cover.
Action.CrouchLookRightCoverACT_CROUCH_LOOK_RIGHT_COVERFrom cover (crouching), peek around the right side of the cover.
Action.CrouchGrenadeThrowRightCoverACT_CROUCH_GRENADETHROW_RIGHT_COVERFrom cover (crouching), throw a grenade around the right side of the cover.
Action.StandAttackLeftCoverACT_STAND_ATTACK_LEFT_COVERFrom cover (standing), shoot aimed around the left side of the cover.
Action.StandBlindfireLeftCoverACT_STAND_BLINDFIRE_LEFT_COVERFrom cover (standing), blind fire around the left side of the cover.
Action.StandLookLeftCoverACT_STAND_LOOK_LEFT_COVERFrom cover (standing), peek around the left side of the cover.
Action.StandGrenadeThrowLeftCoverACT_STAND_GRENADETHROW_LEFT_COVERFrom cover (standing), throw a grenade around the left side of the cover.
Action.StandAttackRightCoverACT_STAND_ATTACK_RIGHT_COVERFrom cover (standing), shoot aimed around the right side of the cover.
Action.StandBlindfireRightCoverACT_STAND_BLINDFIRE_RIGHT_COVERFrom cover (standing), blind fire around the right side of the cover.
Action.StandLookRightCoverACT_STAND_LOOK_RIGHT_COVERFrom cover (standing), peek around the right side of the cover.
Action.StandGrenadeThrowRightCoverACT_STAND_GRENADETHROW_RIGHT_COVERFrom cover (standing), throw a grenade around the right side of the cover.
Action.Invalidate0ACT_INVALIDATE_0Cancel the current movement, straight ahead (0 degrees).
Action.InvalidateRACT_INVALIDATE_RCancel the current movement, to the right.
Action.InvalidateLACT_INVALIDATE_LCancel the current movement, to the left.
Action.StepOverACT_STEP_OVERStep over something.
Action.Fire0ACT_FIRE_0Fire, straight ahead (0 degrees).
Action.Fire90RACT_FIRE_90RFire, 90 degrees to the right.
Action.Fire90LACT_FIRE_90LFire, 90 degrees to the left.
Action.Fire180RACT_FIRE_180RFire, 180 degrees to the right.
Action.Fire180LACT_FIRE_180LFire, 180 degrees to the left.
Action.AimWeaponOrGrappleACT_AIM_WEAPON_OR_GRAPPLEAim the weapon or the grapple.
Action.ToAimFocusWeaponACT_TO_AIM_FOCUS_WEAPONBring the weapon up to aim.
Action.FromAimFocusWeaponACT_FROM_AIM_FOCUS_WEAPONLower the weapon from aiming.
Action.GrappleFireACT_GRAPPLE_FIREFire the grappling hook.
Action.GrappleTetherFireACT_GRAPPLE_TETHER_FIREFire a grapple tether.
Action.PreReelACT_PRE_REELPrepare to reel in on the grapple.
Action.GrappleLandCharacterACT_GRAPPLE_LAND_CHARACTERLand on a character at the end of a grapple reel-in.
Action.GrappleAttachACT_GRAPPLE_ATTACHAttach to the grapple point.
Action.GrappleUpsidedownACT_GRAPPLE_UPSIDEDOWNHang upside down from the grapple.
Action.GrappleHangACT_GRAPPLE_HANGHang from the grapple.
Action.GrappleLandACT_GRAPPLE_LANDLand at the end of a grapple reel-in.
Action.GrappleLandSlideACT_GRAPPLE_LAND_SLIDELand sliding at the end of a grapple reel-in.
Action.GrappleStuntLandACT_GRAPPLE_STUNT_LANDLand on a stunt position at the end of a grapple reel-in.
Action.GrappleStuntHangLandACT_GRAPPLE_STUNT_HANG_LANDLand hanging on a stunt position at the end of a grapple reel-in.
Action.GrappleCancelACT_GRAPPLE_CANCELCancel the grapple.
Action.GrplJumpAwayACT_GRPL_JUMP_AWAYJump away from the grapple point.
Action.GrplJumpAwayTurnACT_GRPL_JUMP_AWAY_TURNJump away from the grapple point, turning.
Action.GrplJumpUpACT_GRPL_JUMP_UPJump up from the grapple point.
Action.GrplClimbACT_GRPL_CLIMBClimb up from the grapple point.
Action.GrplReleaseACT_GRPL_RELEASERelease the grapple.
Action.GrplForceReleaseACT_GRPL_FORCE_RELEASEForce the grapple to release.
Action.GrplJumpAway0ACT_GRPL_JUMP_AWAY_0Jump away from the grapple point, straight ahead (0 degrees).
Action.GrplJumpAway120RACT_GRPL_JUMP_AWAY_120RJump away from the grapple point, 120 degrees to the right.
Action.GrplJumpAway120LACT_GRPL_JUMP_AWAY_120LJump away from the grapple point, 120 degrees to the left.
Action.TriggerParachuteACT_TRIGGER_PARACHUTEOpen the parachute.
Action.CloseParachuteACT_CLOSE_PARACHUTEClose the parachute.
Action.TriggerWingsuitACT_TRIGGER_WINGSUITOpen the wingsuit.
Action.CloseWingsuitACT_CLOSE_WINGSUITClose the wingsuit.
Action.TriggerHoverboardACT_TRIGGER_HOVERBOARDGet on the hoverboard.
Action.CloseHoverboardACT_CLOSE_HOVERBOARDGet off the hoverboard.
Action.ForceParachuteIdleACT_FORCE_PARACHUTE_IDLEForce the parachute idle.
Action.SequenceTriggerWingsuitACT_SEQUENCE_TRIGGER_WINGSUITOpen the wingsuit (scripted sequence variant).
Action.SequenceTriggerFreefallACT_SEQUENCE_TRIGGER_FREEFALLStart freefalling (scripted sequence variant).
Action.PushGrappleACT_PUSH_GRAPPLEPush with the grapple.
Action.PullGrappleACT_PULL_GRAPPLEPull with the grapple.
Action.StuntMeleeACT_STUNT_MELEEMelee attack from a stunt position.
Action.UrgentMeleeACT_URGENT_MELEEUrgent melee attack.
Action.NpcThrowGrenadeACT_NPC_THROW_GRENADEThrow a grenade (the NPC variant).
Action.GrenadeFire0ACT_GRENADE_FIRE_0Throw a grenade, straight ahead (0 degrees).
Action.GrenadeFire45RACT_GRENADE_FIRE_45RThrow a grenade, 45 degrees to the right.
Action.GrenadeFire45LACT_GRENADE_FIRE_45LThrow a grenade, 45 degrees to the left.
Action.GrenadeFire90RACT_GRENADE_FIRE_90RThrow a grenade, 90 degrees to the right.
Action.GrenadeFire90LACT_GRENADE_FIRE_90LThrow a grenade, 90 degrees to the left.
Action.GrenadeFire180RACT_GRENADE_FIRE_180RThrow a grenade, 180 degrees to the right.
Action.GrenadeFire180LACT_GRENADE_FIRE_180LThrow a grenade, 180 degrees to the left.
Action.ReeledInGrenadeFireACT_REELED_IN_GRENADE_FIREThrow a grenade while reeled in.
Action.GrenadeFire120RACT_GRENADE_FIRE_120RThrow a grenade, 120 degrees to the right.
Action.GrenadeFire120LACT_GRENADE_FIRE_120LThrow a grenade, 120 degrees to the left.
Action.UnpackShieldedMachinegunACT_UNPACK_SHIELDED_MACHINEGUNUnpack a shielded machine gun.
Action.PackShieldedMachinegunACT_PACK_SHIELDED_MACHINEGUNPack up a shielded machine gun.
Action.SurfaceSwimStart0ACT_SURFACE_SWIM_START_0Start swimming on the surface, straight ahead (0 degrees).
Action.SurfaceSwimStart120RACT_SURFACE_SWIM_START_120RStart swimming on the surface, 120 degrees to the right.
Action.SurfaceSwimStart120LACT_SURFACE_SWIM_START_120LStart swimming on the surface, 120 degrees to the left.
Action.SurfaceSwimIdleACT_SURFACE_SWIM_IDLETread water on the surface.
Action.SurfaceSwimCrawlACT_SURFACE_SWIM_CRAWLSwim front crawl on the surface.
Action.SurfaceSwimToUwACT_SURFACE_SWIM_TO_UWDive from the surface to underwater.
Action.SurfaceIdleQuickturn120RACT_SURFACE_IDLE_QUICKTURN_120RQuick turn while treading water, 120 degrees to the right.
Action.SurfaceIdleQuickturn120LACT_SURFACE_IDLE_QUICKTURN_120LQuick turn while treading water, 120 degrees to the left.
Action.UwSwimIdleACT_UW_SWIM_IDLEIdle underwater.
Action.UwSwimFrogACT_UW_SWIM_FROGSwim underwater (breaststroke).
Action.UwToSurfaceSwimACT_UW_TO_SURFACE_SWIMSurface from underwater.
Action.UwSwimIdleTurn120RACT_UW_SWIM_IDLE_TURN_120RTurn while idle underwater, 120 degrees to the right.
Action.UwSwimIdleTurn120LACT_UW_SWIM_IDLE_TURN_120LTurn while idle underwater, 120 degrees to the left.
Action.Gt2JcParachuteOpenACT_GT2_JC_PARACHUTE_OPENOpen the parachute (special transition variant).
Action.Gt2JcWingsuitOpenACT_GT2_JC_WINGSUIT_OPENOpen the wingsuit (special transition variant).
Action.DieExplosionFrontACT_DIE_EXPLOSION_FRONTDie from an explosion in front.
Action.DieExplosionLeftACT_DIE_EXPLOSION_LEFTDie from an explosion on the left.
Action.DieExplosionRightACT_DIE_EXPLOSION_RIGHTDie from an explosion on the right.
Action.DieExplosionBackACT_DIE_EXPLOSION_BACKDie from an explosion behind.
Action.ForceFreefallACT_FORCE_FREEFALLForce freefall.
Action.ForceFastfallACT_FORCE_FASTFALLForce a fast (dive) fall.
Action.RpgFire0AdditiveACT_RPG_FIRE_0_ADDITIVERocket launcher fire recoil (additive), straight ahead (0 degrees).
Action.RpgFire90RAdditiveACT_RPG_FIRE_90R_ADDITIVERocket launcher fire recoil (additive), 90 degrees to the right.
Action.RpgFire90LAdditiveACT_RPG_FIRE_90L_ADDITIVERocket launcher fire recoil (additive), 90 degrees to the left.
Action.NullGlobalPartialACT_NULL_GLOBAL_PARTIALEmpty act for the global partial (upper body) layer.
Action.DemonPassiveACT_DEMON_PASSIVEDemon passive state.
Action.DemonHumanPossessionStruggleIntoACT_DEMON_HUMAN_POSSESSION_STRUGGLE_INTOStart struggling against a demon possession.
Action.HoverboardAimTransLToRACT_HOVERBOARD_AIM_TRANS_L_TO_ROn the hoverboard, move the aim from the left side to the right side.
Action.HoverboardAimTransRToLACT_HOVERBOARD_AIM_TRANS_R_TO_LOn the hoverboard, move the aim from the right side to the left side.

InputAction​

Each value is a 32-bit hash of the game's input action name, the same value Hash returns for that name: Hash("jump") == InputAction.Jump. For an input action that has no entry here, compare with Hash of its name.

Used by:

  • Input.GetValue(inputAction): the local player's current value for that input action.
  • The client event OnLocalPlayerInput(inputAction): its argument is the hash of the input action the local player triggered; compare it with these values. Cancelling the event with Event.Cancel() blocks that input.
NameGame input actionMeaning
InputAction.JumpjumpThe jump input (the jump button).

Example

-- client: block jumping while a menu is open, and make the character crouch with C
local menu_open = false

Event.Add("OnLocalPlayerInput", function(input_action)
if menu_open and input_action == InputAction.Jump then
Event.Cancel()
end
end)

Event.Add("OnKeyDown", function(key)
if key == Key.F1 then
menu_open = not menu_open
elseif key == Key.C then
Local.PlayAction(Action.Crouch)
elseif key == Key.V then
Local.PlayAction(Action.Stand)
end
end)