canFire: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "\[\[Category:[ _]?Scripting[ _]Commands[ _]Armed[ _]Assault(\|.*)]]" to "{{GameCategory|arma1|Scripting Commands}}") |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
||
(46 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{RV|type=command | ||
| ofp | | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
| | |game4= arma2 | ||
|version4= 1.00 | |||
| | |game5= arma2oa | ||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| [[ | |arg= global | ||
|gr1= Weapons | |||
| | |||
|descr= Returns [[true]] if the given vehicle is still able to fire. For the command to return [[true]], vehicle must be alive, have weapon operator and the weapon cannot be damaged ≥ 0.9 but can be empty due to running out of ammo. If mission starts with vehicle having no ammo or [[setVehicleAmmo]] 0 command is executed on the vehicle, then [[canFire]] will always report [[false]] for it. | |||
|s1= [[canFire]] unitName | |||
|p1= unitName: [[Object]] | |||
|r1= [[Boolean]] - [[true]] if able to fire | |||
|x1= <sqf> | |||
if (not canFire _tank) then | |||
{ | { | ||
player sideChat "Tank disabled!"; | |||
};</ | }; | ||
</sqf> | |||
| [[canMove]] | |seealso= [[canMove]] [[canStand]] [[fire]] [[doFire]] [[commandFire]] [[fireAtTarget]] [[forceWeaponFire]] [[commandArtilleryFire]] [[commandSuppressiveFire]] [[doArtilleryFire]] [[doSuppressiveFire]] [[isManualFire]] | ||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
< | |||
<dd class="notedate">Posted on 07:16, 20 January 2007 (CEST) | <dt></dt> | ||
<dt class="note">[[User:Bdfy|Bdfy]] | <dd class="notedate">Posted on 07:16, 20 January 2007 (CEST)</dd> | ||
<dt class="note">[[User:Bdfy|Bdfy]]</dt> | |||
<dd class="note"> | <dd class="note"> | ||
true even if unit is out of ammo. Only false if gun is damaged. | true even if unit is out of ammo. Only false if gun is damaged. | ||
<dt><dt> | |||
<dd class="notedate">Posted on 05:20, 24 August 2008 (CEST) | <dd class="notedate">Posted on 05:20, 24 August 2008 (CEST)</dd> | ||
<dt class="note">[[User:Canukausiuka|Canukausiuka]] | <dt class="note">[[User:Canukausiuka|Canukausiuka]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
False if there is no gunner in the vehicle, regardless of damage level. | False if there is no gunner in the vehicle, regardless of damage level. | ||
<dt><dt> | |||
<dd class="notedate">Posted on 07:20, 23 April 2018 (UTC) | <dd class="notedate">Posted on 07:20, 23 April 2018 (UTC)</dd> | ||
<dt class="note">[[User:Pierre MGI|Pierre MGI]] | <dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
This command seems to have evolved. Returns "true" (on Hunter, Ifrit) even if Gun's damage is set to 1 and turret also, as far there is a gunner. The only way to obtain a canFire "false" is to make the crew disembark (2 burned tires for example). Then no matter the gun state, if the gunner disembarks without order, the vehicle can't fire. In this case: can't move >> can't fire. | This command seems to have evolved. Returns "true" (on Hunter, Ifrit) even if Gun's damage is set to 1 and turret also, as far there is a gunner. The only way to obtain a canFire "false" is to make the crew disembark (2 burned tires for example). Then no matter the gun state, if the gunner disembarks without order, the vehicle can't fire. In this case: can't move >> can't fire. | ||
NB: if you jump into a hunter HMG after having [[setHitPointDamage]](d) "hitTurret" and "hitGun" to 1, the turret can't rotate any more, the gun is pitched down but you can fire (trigger) to the ground. Difficult to check the behavior for each vehicles. | NB: if you jump into a hunter HMG after having [[setHitPointDamage]](d) "hitTurret" and "hitGun" to 1, the turret can't rotate any more, the gun is pitched down but you can fire (trigger) to the ground. Difficult to check the behavior for each vehicles.</dl> | ||
Latest revision as of 11:28, 3 September 2024
Description
- Description:
- Returns true if the given vehicle is still able to fire. For the command to return true, vehicle must be alive, have weapon operator and the weapon cannot be damaged ≥ 0.9 but can be empty due to running out of ammo. If mission starts with vehicle having no ammo or setVehicleAmmo 0 command is executed on the vehicle, then canFire will always report false for it.
- Groups:
- Weapons
Syntax
Examples
- Example 1:
Additional Information
- See also:
- canMove canStand fire doFire commandFire fireAtTarget forceWeaponFire commandArtilleryFire commandSuppressiveFire doArtilleryFire doSuppressiveFire isManualFire
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 07:16, 20 January 2007 (CEST)
- Bdfy
- true even if unit is out of ammo. Only false if gun is damaged.
- Posted on 05:20, 24 August 2008 (CEST)
- Canukausiuka
- False if there is no gunner in the vehicle, regardless of damage level.
- Posted on 07:20, 23 April 2018 (UTC)
- Pierre MGI
- This command seems to have evolved. Returns "true" (on Hunter, Ifrit) even if Gun's damage is set to 1 and turret also, as far there is a gunner. The only way to obtain a canFire "false" is to make the crew disembark (2 burned tires for example). Then no matter the gun state, if the gunner disembarks without order, the vehicle can't fire. In this case: can't move >> can't fire. NB: if you jump into a hunter HMG after having setHitPointDamage(d) "hitTurret" and "hitGun" to 1, the turret can't rotate any more, the gun is pitched down but you can fire (trigger) to the ground. Difficult to check the behavior for each vehicles.
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: Weapons