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'''ArmA''': unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];<br> | '''ArmA''': unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];<br> | ||
''The triggering is done via a "[[Armed_Assault:_Actions_List#TOUCHOFF|TOUCHOFF]]" action.'' | ''The triggering is done via a "[[Armed_Assault:_Actions_List#TOUCHOFF|TOUCHOFF]]" action.'' | ||
<dd class="notedate">Posted on February 2, 2007 | |||
<dt class="note">'''[[User:Ceeeb|Ceeeb]]''' | <dd class="notedate">Posted on February 2, 2007 | ||
<dt class="note">'''[[User:Ceeeb|Ceeeb]]''' | |||
<dd class="note"> | <dd class="note"> | ||
In '''OFP v1.96''', when a [[Operation_Flashpoint:_CfgVehicles#Man_Class_Vehicles|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. | In '''OFP v1.96''', when a [[Operation_Flashpoint:_CfgVehicles#Man_Class_Vehicles|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. | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on January 20, 2007 | ||
<dt class="note">'''[[User: | <dt class="note">'''[[User:Bdfy|Bdfy]]''' | ||
<dd class="note"> | <dd class="note">In '''ArmA v1.02''', this command is not working with weapons in the secondary turrets (like "DSHKM" in t72) | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on August 17, 2006 | ||
<dt class="note">'''[[User: | <dt class="note">'''[[User:Str|Str]]''' | ||
<dd class="note"> | <dd class="note">Sometimes AI won't shoot when you use this command. It can be fixed by placing [[selectWeapon]] command before it. | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on March 18, 2010 | ||
<dt class="note">'''[[User:Mikhail|Mikhail]]''' | <dt class="note">'''[[User:Mr.g-c|Mr.g-c]]''' | ||
<dd class="note">In Arma2 AI will automatically shoot straight up. Command seems to be broken. | |||
<dd class="notedate">Posted on November 24, 2010 | |||
<dt class="note">'''[[User:Mikhail|Mikhail]]''' | |||
<dd class="note">Command is broken - confirmed. Use action [http://community.bistudio.com/wiki/ArmA:_Actions#USEWEAPON "USEWEAPON"] instead. | <dd class="note">Command is broken - confirmed. Use action [http://community.bistudio.com/wiki/ArmA:_Actions#USEWEAPON "USEWEAPON"] instead. | ||
Place a game logic in the editor. Name it '''MyGameLogic'''. | Place a game logic in the editor. Name it '''MyGameLogic'''. | ||
Line 73: | Line 73: | ||
Use this code to make '''unit1''' fire his primaryweapon: | Use this code to make '''unit1''' fire his primaryweapon: | ||
'''MyGameLogic action ["useWeapon",primaryWeapon unit1,unit1,0];''' | '''MyGameLogic action ["useWeapon",primaryWeapon unit1,unit1,0];''' | ||
<dd class="notedate">Posted on Feburary 25, 2011 | |||
<dt class="note">'''[[User:kju|kju]]''' | <dd class="notedate">Posted on Feburary 25, 2011 | ||
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI. | <dt class="note">'''[[User:kju|kju]]''' | ||
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI. | |||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 00:37, 18 October 2011
Description
- Description:
- Forces a unit to fire the given weapon.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit fire weaponName
- Parameters:
- unit: Object - unit that's supposed to fire
- weaponName: String - name of the weapon to be fired
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unit fire [muzzle, mode, magazine]
- Parameters:
- unit: Object
- [muzzle, mode, magazine]: Array
- 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","SmokeShell"]
Additional Information
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
Notes
-
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 February 2, 2007
- 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 January 20, 2007
- Bdfy
- In ArmA v1.02, this command is not working with weapons in the secondary turrets (like "DSHKM" in t72)
- Posted on August 17, 2006
- Str
- Sometimes AI won't shoot when you use this command. It can be fixed by placing selectWeapon command before it.
- Posted on March 18, 2010
- Mr.g-c
- In Arma2 AI will automatically shoot straight up. Command seems to be broken.
- Posted on November 24, 2010
- 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: MyGameLogic action ["useWeapon",primaryWeapon unit1,unit1,0];
- Posted on Feburary 25, 2011
- kju
- Command works just fine in A2/OA. Make sure to execute it on local AI.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Unit Control
- Command Group: Weapons
- Scripting Commands ArmA2