setWeaponReloadingTime: Difference between revisions
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{{Command|Comments= | {{Command|Comments= | ||
| arma2oa |Game name= | | arma2oa |Game name= | ||
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|eff= local |Multiplayer Effects= | |eff= local |Multiplayer Effects= | ||
|gr1= Weapons |GROUP1= | |gr1= Weapons |GROUP1= | ||
| Sets reloading 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. <!-- What the hell is that first sentence? Don't have time to fix now. -->|DESCRIPTION= | | Sets reloading 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. <!-- What the hell is that first sentence? Don't have time to fix now. -->|DESCRIPTION= | ||
| vehicle [[setWeaponReloadingTime]] [gunner, muzzleName, reloadTime] |SYNTAX= | | vehicle [[setWeaponReloadingTime]] [gunner, muzzleName, reloadTime] |SYNTAX= | ||
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| [[Boolean]] - [[true]] if given weapon is found |RETURNVALUE= | | [[Boolean]] - [[true]] if given weapon is found |RETURNVALUE= | ||
|x1= <code>_success <nowiki>=</nowiki> _vehicle '''setWeaponReloadingTime''' [<nowiki/>[[gunner]] ([[vehicle]] [[player]]), [[currentMuzzle]] ([[gunner]] ([[vehicle]] [[player]])), 0.5];</code>|EXAMPLE1= | |x1= <code>_success <nowiki>=</nowiki> _vehicle '''setWeaponReloadingTime''' [<nowiki/>[[gunner]] ([[vehicle]] [[player]]), [[currentMuzzle]] ([[gunner]] ([[vehicle]] [[player]])), 0.5];</code>|EXAMPLE1= | ||
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_this # 0 [[setWeaponReloadingTime]] [<nowiki/>_this # 0, _this # 2, 1/3<nowiki>]</nowiki>; | _this # 0 [[setWeaponReloadingTime]] [<nowiki/>_this # 0, _this # 2, 1/3<nowiki>]</nowiki>; | ||
}<nowiki>]</nowiki>;</code>|EXAMPLE2= | }<nowiki>]</nowiki>;</code>|EXAMPLE2= | ||
| [[weapons]], [[magazines]], [[selectWeapon]], [[loadMagazine]], [[weaponState]], [[reload]] |SEEALSO= | | [[weapons]], [[magazines]], [[selectWeapon]], [[loadMagazine]], [[weaponState]], [[reload]] |SEEALSO= | ||
| |MPBEHAVIOUR= | | |MPBEHAVIOUR= | ||
}} | }} |
Revision as of 04:59, 17 January 2021
Description
- Description:
- Sets reloading 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:
- Weapons
Syntax
- Syntax:
- vehicle setWeaponReloadingTime [gunner, muzzleName, reloadTime]
- Parameters:
- vehicle: Object
- 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:
_success = _vehicle setWeaponReloadingTime [gunner (vehicle player), currentMuzzle (gunner (vehicle player)), 0.5];
- Example 2:
- Boost RPM:
unit addEventHandler ["Fired", { _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; }];
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:
player addEventHandler ["FiredMan",{ params ["","_weapon","_muzzle"]; private _type = _weapon call BIS_fnc_itemType; private _time = -1; switch (_type select 1) do { case 'SniperRifle' : {_time = 0.5}; case 'AssaultRifle' : {}; case 'Handgun' : {}; case 'Rifle' : {}; case 'SubmachineGun' : {}; case 'MachineGun' : {}; case 'Mortar' : {}; case 'GrenadeLauncher' : {}; case 'BombLauncher' : {}; case 'MissileLauncher' : {}; case 'RocketLauncher' : {}; case 'Cannon' : {}; case 'Throw' : {}; }; if (_time isEqualTo -1) exitWith {}; (vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time]; }];
This Event Handler makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit BIS_fnc_itemType.
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: Weapons
- Scripting Commands: Local Effect
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 2: Operation Arrowhead: New Scripting Commands List