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{{RV|type=command | {{RV|type=command | ||
| ofp | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
|game3= arma1 | |||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|arg= local | |arg= local | ||
Line 13: | Line 30: | ||
|gr2= Weapons | |gr2= Weapons | ||
| Forces a unit to fire the given weapon. | |descr= Forces a unit to fire the given weapon. | ||
{{Feature | Informative | Just like with [[forceWeaponFire]] it is possible to pass remote unit as argument, but this could be unreliable. Considering this command might need to be used in combination with [[selectWeapon]], which takes only [[local]] arguments, it would make sense to execute [[fire]] command where unit is | {{Feature | Informative | Just like with [[forceWeaponFire]] it is possible to pass remote unit as argument, but this could be unreliable. Considering this command might need to be used in combination with [[selectWeapon]], which takes only [[local]] arguments, it would make sense to execute the [[fire]] command where the unit is [[local]] as well.}} | ||
| unit [[fire]] muzzle | |s1= unit [[fire]] muzzle | ||
|p1= unit: [[Object]] - unit that is supposed to fire | |p1= unit: [[Object]] - unit that is supposed to fire | ||
Line 22: | Line 39: | ||
|p2= muzzle: [[String]] - name of the muzzle to be fired | |p2= muzzle: [[String]] - name of the muzzle to be fired | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|s2 = unit [[fire]] [muzzle, mode, magazine] | |s2 = unit [[fire]] [muzzle, mode, magazine] | ||
|p21= unit: [[Object]] | |p21= unit: [[Object]] | ||
|p22= | |||
|p23= | |p22= muzzle: [[String]] | ||
|p24 | |||
|p23= mode: [[String]] | |||
|p24= magazine: [[String]] (Optional) | |||
|r2= [[Nothing]] | |r2= [[Nothing]] | ||
|x1= <code>_soldier [[fire]] "M16";</code> | |x1= <code>_soldier [[fire]] "M16";</code> | ||
|x2= <code>_soldier [[fire]] "SmokeShellMuzzle";</code> | |x2= <code>_soldier [[fire]] "SmokeShellMuzzle";</code> | ||
|x3= <code>_soldier [[fire]] ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];</code> | |x3= <code>_soldier [[fire]] ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];</code> | ||
Line 41: | Line 64: | ||
[[player]] [[setWeaponReloadingTime]] [<nowiki/>[[player]], "DemoChargeMuzzle", 0];</code> | [[player]] [[setWeaponReloadingTime]] [<nowiki/>[[player]], "DemoChargeMuzzle", 0];</code> | ||
| [[doFire]], [[commandFire]], [[canFire]], [[fireAtTarget]], [[forceWeaponFire]], [[commandArtilleryFire]], [[commandSuppressiveFire]], [[doArtilleryFire]], [[doSuppressiveFire]], [[isManualFire]], [[selectWeapon]], [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"] | |seealso= [[BIS_fnc_fire]], [[doFire]], [[commandFire]], [[canFire]], [[fireAtTarget]], [[forceWeaponFire]], [[commandArtilleryFire]], [[commandSuppressiveFire]], [[doArtilleryFire]], [[doSuppressiveFire]], [[isManualFire]], [[selectWeapon]], [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]], [[:Category:Weapons]] | ||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on August 17, 2006</dd> | <dd class="notedate">Posted on August 17, 2006</dd> | ||
<dt class="note">[[User:Str|Str]]</dt> | <dt class="note">[[User:Str|Str]]</dt> | ||
<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="note">Sometimes AI won't shoot when you use this command. It can be fixed by placing [[selectWeapon]] command before it.</dd> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on February 2, 2007</dd> | <dd class="notedate">Posted on February 2, 2007</dd> | ||
Line 54: | Line 79: | ||
<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> | |||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on January 20, 2007</dd> | <dd class="notedate">Posted on January 20, 2007</dd> | ||
<dt class="note">[[User:Bdfy|Bdfy]]</dt> | <dt class="note">[[User:Bdfy|Bdfy]]</dt> | ||
<dd class="note">In '''ArmA v1.02''', this command is not working with weapons in the secondary turrets (like "DSHKM" in T-72) | <dd class="note">In '''ArmA v1.02''', this command is not working with weapons in the secondary turrets (like "DSHKM" in T-72)</dd> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on Jan 15, 2008</dd> | <dd class="notedate">Posted on Jan 15, 2008</dd> | ||
Line 66: | Line 94: | ||
'''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> | |||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on March 18, 2010</dd> | <dd class="notedate">Posted on March 18, 2010</dd> | ||
<dt class="note">[[User:Mr.g-c|Mr.g-c]]</dt> | <dt class="note">[[User:Mr.g-c|Mr.g-c]]</dt> | ||
<dd class="note">In | <dd class="note">In {{arma2}}, AI will automatically shoot straight up. Command seems to be broken.</dd> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on November 24, 2010</dd> | <dd class="notedate">Posted on November 24, 2010</dd> | ||
Line 76: | Line 107: | ||
Place a game logic in the editor. Name it '''MyGameLogic'''. | Place a game logic in the editor. Name it '''MyGameLogic'''. | ||
Use this code to make '''unit1''' fire his primaryweapon: | Use this code to make '''unit1''' fire his primaryweapon: | ||
<code>MyGameLogic [[action]] ["useWeapon", [[primaryWeapon]] unit1, unit1, 0];</code> | <code>MyGameLogic [[action]] ["useWeapon", [[primaryWeapon]] unit1, unit1, 0];</code></dd> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on Feburary 25, 2011</dd> | <dd class="notedate">Posted on Feburary 25, 2011</dd> | ||
<dt class="note">[[User:kju|kju]]</dt> | <dt class="note">[[User:kju|kju]]</dt> | ||
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI. | <dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI.</dd> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on April 06, 2012</dd> | <dd class="notedate">Posted on April 06, 2012</dd> | ||
<dt class="note">[[User:Max Power|Max Power]]</dt> | <dt class="note">[[User:Max Power|Max Power]]</dt> | ||
<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> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on Feburary 16, 2013</dd> | <dd class="notedate">Posted on Feburary 16, 2013</dd> | ||
<dt class="note">[[User:hcpookie|hcpookie]]</dt> | <dt class="note">[[User:hcpookie|hcpookie]]</dt> | ||
<dd class="note">Command did not work with | <dd class="note">Command did not work with {{Name|arma2acr|short}} v1.62. Use [[fireAtTarget]] instead.</dd> | ||
</ | |||
<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on June 4, 2014 - 21:14 (UTC)</dd> | <dd class="notedate">Posted on June 4, 2014 - 21:14 (UTC)</dd> | ||
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | <dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
In | In {{arma3}} in order for AI to place Claymore, for example, it is necessary to execute 3 statements - an animation, weapon select and the actual [[fire]] command. Animation is most likely for forcing unit to leave rest state, weapon select and fire kinda both go together anyway: | ||
<code>_unit [[playActionNow]] "PutDown"; | <code>_unit [[playActionNow]] "PutDown"; | ||
_unit [[selectWeapon]] "DirectionalMineRemoteMuzzle"; | _unit [[selectWeapon]] "DirectionalMineRemoteMuzzle"; | ||
_unit [[fire]] [ | _unit [[fire]] [ | ||
"DirectionalMineRemoteMuzzle", | |||
"DirectionalMineRemoteMuzzle", | |||
"ClaymoreDirectionalMine_Remote_Mag" | |||
];</code> | ];</code> | ||
</dd> | </dd> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on November 25th, 2017</dd> | <dd class="notedate">Posted on November 25th, 2017</dd> | ||
<dt class="note">[[User:SteveStevenson|Steve]]</dt> | <dt class="note">[[User:SteveStevenson|Steve]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
In | In {{arma3}}, as of version 1.76, examples 2 and 3 in the section above for smoke grenades are no longer working. | ||
As a workaround (throwing green smoke grenades for example), you can use: | As a workaround (throwing green smoke grenades for example), you can use: | ||
<code>[_soldier, "SmokeShellGreenMuzzle"] [[call]] [[BIS_fnc_fire]];</code></dt> | <code>[_soldier, "SmokeShellGreenMuzzle"] [[call]] [[BIS_fnc_fire]];</code></dt> |
Revision as of 14:10, 9 June 2021
Description
- Description:
- Forces a unit to fire the given weapon.
- Groups:
- Unit ControlWeapons
Syntax
- Syntax:
- unit fire muzzle
- Parameters:
- unit: Object - unit that is supposed to fire
- muzzle: String - name of the muzzle to be fired
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unit fire [muzzle, mode, magazine]
- Parameters:
- unit: Object
- 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", "SmokeShellRed"];
- Example 4:
player playActionNow "PutDown"; player selectWeapon "DemoChargeMuzzle"; player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0];
Additional Information
- See also:
- BIS_fnc_firedoFirecommandFirecanFirefireAtTargetforceWeaponFirecommandArtilleryFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFireselectWeaponaction ["UseWeapon"]Category:Weapons
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
- 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 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 T-72)
- Posted on Jan 15, 2008
- Kronzky
-
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 March 18, 2010
- Mr.g-c
- In Arma 2, 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 Arma 2:ACR v1.62. Use fireAtTarget instead.
- Posted on June 4, 2014 - 21:14 (UTC)
- Killzone Kid
-
In Arma 3 in order for AI to place Claymore, for example, it is necessary to execute 3 statements - an animation, weapon select and the actual fire command. Animation is most likely for forcing unit to leave rest state, weapon select and fire kinda both go together anyway:
_unit playActionNow "PutDown"; _unit selectWeapon "DirectionalMineRemoteMuzzle"; _unit fire [ "DirectionalMineRemoteMuzzle", "DirectionalMineRemoteMuzzle", "ClaymoreDirectionalMine_Remote_Mag" ];
- Posted on November 25th, 2017
- Steve
-
In Arma 3, as of version 1.76, examples 2 and 3 in the section above for smoke grenades are no longer working.
As a workaround (throwing green smoke grenades for example), you can use:
[_soldier, "SmokeShellGreenMuzzle"] call BIS_fnc_fire;
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Unit Control
- Command Group: Weapons
- Scripting Commands: Global Effect