fire
Description
- Description:
 - Forces a unit to fire the given weapon.
 - Groups:
 - Unit ControlWeapons
 
Syntax
- Syntax:
 - unit fire muzzle
 - Parameters:
 - unit: Object - unit that is supposed to fire
 - muzzle: String - name of the muzzle to be fired
 - Return Value:
 - Nothing
 
Alternative Syntax
- Syntax:
 - unit fire [muzzle, mode, magazine]
 - Parameters:
 - unit: Object
 - muzzle: String
 - mode: String
 - magazine: String - (Optional)
 - Return Value:
 - Nothing
 
Examples
- Example 1:
 - _soldier fire "M16";
 - Example 2:
 - _soldier fire "SmokeShellMuzzle";
 - Example 3:
 - _soldier fire ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];
 - Example 4:
 - player playActionNow "PutDown"; player selectWeapon "DemoChargeMuzzle"; player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0];
 
Additional Information
- See also:
 - BIS_fnc_fire doFire commandFire canFire fireAtTarget forceWeaponFire commandArtilleryFire commandSuppressiveFire doArtilleryFire doSuppressiveFire isManualFire selectWeapon action ["UseWeapon"] Category:Weapons
 
Notes
- 
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note 
- Posted on 2006-08-17
 - Str
 - Sometimes AI won't shoot when you use this command. It can be fixed by placing selectWeapon command before it.
 - Posted on 2007-02-02
 - Ceeeb
 - In OFP v1.96, when a man class unit is given this command, he will aim up in the air before firing his weapon. This makes it rather useless if you want to make him shoot a target. It does work with vehicles, when the vehicle is first given a doWatch or doTarget command.
 - Posted on 2007-01-20
 - Bdfy
 - In ArmA v1.02, this command is not working with weapons in the secondary turrets (like "DSHKM" in T-72)
 - Posted on 2008-01-15
 - Kronzky
 - 
To place a satchel (pipebomb) the syntax is:
OFP: unitname Fire ["put", "pipebomb"]
ArmA: unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];
The triggering is done via a "TOUCHOFF" action. - Posted on 2010-03-18
 - Mr.g-c
 - In Arma 2, AI will automatically shoot straight up. Command seems to be broken.
 - Posted on 2010-11-24
 - Mikhail
 - Command is broken - confirmed. Use action "USEWEAPON" instead.
Place a game logic in the editor. Name it MyGameLogic.
Use this code to make unit1 fire his primaryweapon:
 - Posted on 2011-02-25
 - .kju
 - Command works just fine in A2/OA. Make sure to execute it on local AI.
 - Posted on 2012-04-06
 - Max Power
 - If it did work at one time, it does no longer. The AI (or player) is forced to look upwards or reacts to a massive recoil force before getting his shot off.
 - Posted on 2013-02-16
 - hcpookie
 - Command did not work with Arma 2:ACR v1.62. Use fireAtTarget instead.
 - Posted on 2014-06-04 - 21:14 (UTC)
 - Killzone_Kid
 - 
In Arma 3 in order for AI to place Claymore, for example, it is necessary to execute 3 statements - an animation, weapon select and the actual fire command. Animation is most likely for forcing unit to leave rest state, weapon select and fire kinda both go together anyway:
_unit playActionNow "PutDown"; _unit selectWeapon "DirectionalMineRemoteMuzzle"; _unit fire [ "DirectionalMineRemoteMuzzle", "DirectionalMineRemoteMuzzle", "ClaymoreDirectionalMine_Remote_Mag" ];
 - Posted on 2017-11-25
 - Steve
 - 
In Arma 3, as of version 1.76, examples 2 and 3 in the section above for smoke grenades are no longer working.
As a workaround (throwing green smoke grenades for example), you can use:
 
Categories: 
- Scripting Commands
 - Introduced with Operation Flashpoint version 1.00
 - Operation Flashpoint: New Scripting Commands
 - Operation Flashpoint: Scripting Commands
 - Operation Flashpoint: Elite: Scripting Commands
 - ArmA: Armed Assault: Scripting Commands
 - Arma 2: Scripting Commands
 - Arma 2: Operation Arrowhead: Scripting Commands
 - Take On Helicopters: Scripting Commands
 - Arma 3: Scripting Commands
 - Command Group: Unit Control
 - Command Group: Weapons
 - Scripting Commands: Global Effect