forceWeaponFire: Difference between revisions

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| [[currentWeapon]], [[currentWeaponMode]], [[fire]], [[setWeaponReloadingTime]], [[selectWeapon]] |= SEEALSO  
| [[currentWeapon]], [[currentWeaponMode]], [[fire]], [[setWeaponReloadingTime]], [[selectWeapon]], [[doFire]], [[commandFire]], [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]], [[fireAtTarget]] |= SEEALSO  


|  |= MPBEHAVIOUR  
|  |= MPBEHAVIOUR  

Revision as of 12:34, 8 April 2014

Hover & click on the images for description

Description

Description:
The unit will be forced to fire from the given weapon. The weapon will not fire if firemode passed as parameter is not supported by the weapon. Command must be executed where unit is local.
Groups:
Uncategorised

Syntax

Syntax:
unit forceWeaponFire [weapon, firemode]
Parameters:
unit: Object
[weapon, firemode]: Array
weapon: String
firemode: String - Possible options are "Single", "Burst" and "FullAuto".
Return Value:
Nothing

Examples

Example 1:
soldierOne forceWeaponFire ["arifle_MX_F", "Single"];
Example 2:
_unit forceWeaponFire ["HandGrenadeMuzzle","HandGrenadeMuzzle"]; _unit forceWeaponFire ["MiniGrenadeMuzzle","MiniGrenadeMuzzle"]; _unit forceWeaponFire ["HandGrenade_Stone","HandGrenade_Stone"]; _unit forceWeaponFire ["SmokeShellMuzzle","SmokeShellMuzzle"]; _unit forceWeaponFire ["ChemlightGreenMuzzle","ChemlightGreenMuzzle"]; _unit forceWeaponFire ["IRGrenade","IRGrenade"];

Additional Information

See also:
currentWeaponcurrentWeaponModefiresetWeaponReloadingTimeselectWeapondoFirecommandFireaction ["UseWeapon"]fireAtTarget

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

Posted on August 25, 2013
Killzone_Kid
Here is a neat workaround trick for firemode change from a script: _weapon = currentWeapon player; _ammo = player ammo _weapon; player setAmmo [_weapon, 0]; player forceWeaponFire [_weapon, "FullAuto"]; player setAmmo [_weapon, _ammo];

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