fire
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Description
- Description:
- Forces a unit to fire the given weapon.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit fire weaponName
- Parameters:
- unit: Object - unit that's supposed to fire
- weaponName: String - name of the weapon to be fired
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unit fire [muzzle, mode, magazine]
- Parameters:
- unit: Object
- [muzzle, mode, magazine]: Array
- muzzle: String
- mode: String
- magazine: String (Optional)
- Return Value:
- Nothing
Examples
- Example 1:
_soldier fire "M16"
- Example 2:
_soldier fire ["throw","SmokeShell","SmokeShell"]
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
-
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 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 t72)
- 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.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Unit Control
- Command Group: Weapons
- Scripting Commands ArmA2