setWeaponReloadingTime: Difference between revisions
| Killzone Kid (talk | contribs)  (true is weapon found) |  (extended details with examples.) | ||
| Line 44: | Line 44: | ||
| <br><br>No idea what's point of the return value. | <br><br>No idea what's point of the return value. | ||
| <dd class="notedate">Posted on May 14, 2017 | |||
| <dt class="note">'''[[User:Demellion|Demellion]]''' | |||
| <dd class="note">Note that '''setWeaponReloadingTime''' is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:  | |||
| <code>while {true} do { | |||
|     private _muzzle = currentMuzzle player; | |||
|     if (_muzzle isEqualType "") then { | |||
|         (vehicle player) setWeaponReloadingTime [player, _muzzle, 0]; | |||
|     }; | |||
|     uiSleep 0.15; // loop speed controls the reload time | |||
| }; | |||
| </code> | |||
| '''WARNING:''' Current script controls muzzle speed not by reloadTime argument, but with loop speed. If the reloadTime > 0 weapon will stuck reloading. You might use alternative code for more accurate actions.   | |||
| <!-- Note Section END --> | <!-- Note Section END --> | ||
| </dl> | </dl> | ||
Revision as of 05:15, 14 May 2017
Description
- Description:
- Sets states and/or makes an action of/on weapon. Reload time is between 0 and 1 inclusive, where 1 is 100% of maximum reloading time.
- Groups:
- Uncategorised
Syntax
- Syntax:
- vehicle setWeaponReloadingTime [gunner, muzzleName, reloadTime]
- Parameters:
- vehicle: Object
- [gunner, muzzleName, reloadTime]: Array
- gunner: Object - alive and able gunner operating desired turret
- muzzleName: String - muzzle on desired turret
- reloadTime: Number
- Return Value:
- Boolean - true if given weapon is found
Examples
- Example 1:
- _done = _vehicle setWeaponReloadingTime [gunner (vehicle player), currentMuzzle (gunner (vehicle player)), 0.5];
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
- Posted on January 15, 2012
- kju
- The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0.
Or you can delay or stop the reload event indefinitely. The 0-1 range is a percentage - the reload time is taken from the weapons's config value (either reloadTime or magazineReloadTime - not sure). The effect is one time only each - it does not modify the weapon's general reload time.
 Works also for infantry weapons - probably useful weapons with longer reload time like sniper weapons or launchers: player setWeaponReloadingTime [player,currentWeapon player,0];
 No idea what's point of the return value.
- Posted on May 14, 2017
- Demellion
- Note that setWeaponReloadingTime is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code: 
while {true} do { private _muzzle = currentMuzzle player; if (_muzzle isEqualType "") then { (vehicle player) setWeaponReloadingTime [player, _muzzle, 0]; }; uiSleep 0.15; // loop speed controls the reload time };WARNING: Current script controls muzzle speed not by reloadTime argument, but with loop speed. If the reloadTime > 0 weapon will stuck reloading. You might use alternative code for more accurate actions.
Bottom Section
Categories: 
- Scripting Commands
- Introduced with Arma 2: Operation Arrowhead version 1.60
- Arma 2: Operation Arrowhead: New Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- ArmA 2 OA: New Scripting Commands List
 
	