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| [[doFire]], [[commandFire]], [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]], [[:Category:Weapons]] |= See also | | [[fireAtTarget]], [[doFire]], [[commandFire]], [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]], [[:Category:Weapons]] |= See also | ||
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<dt class="note">'''[[User:Max Power|Max Power]]''' | <dt class="note">'''[[User:Max Power|Max Power]]''' | ||
<dd class="note">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. | <dd class="note">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. | ||
<dd class="notedate">Posted on Feburary 16, 2013 | |||
<dt class="note">'''[[User:hcpookie|hcpookie]]''' | |||
<dd class="note">Command did not work with ACR 1.62. Used [http://community.bistudio.com/wiki/fireAtTarget "fireAtTarget"] instead. | |||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 22:05, 16 February 2013
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.
- Posted on April 06, 2012
- 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 Feburary 16, 2013
- hcpookie
- Command did not work with ACR 1.62. Used "fireAtTarget" instead.
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
- Scripting Commands Take On Helicopters