From Bohemia Interactive Community
					 
					
					
					
					
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- 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.
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- 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.