From Bohemia Interactive Community
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Description
- Description:
- Description needed
- Execution:
- call
- Multiplayer:
- The function is global, it is not to be used in unit fields.
- Problems:
- unit will not fire its weapon from FFV position. This is due to forceWeaponFire command ignoring units in FFV.
- Groups:
- WeaponsObject ManipulationCombat
Syntax
- Syntax:
- [entity, muzzle, turret] call BIS_fnc_fire
- Parameters:
- entity: Object - unit or vehicle
- muzzle: String - muzzle name of the muzzle to fire
- turret (Optional): Array - turret path of the turret with given muzzle (vehicles only)
- Return Value:
- Boolean - in SP and on hosted server in MP or Nothing on client in MP. When boolean, true if all checks have passed and muzzle should have fired, false if there was a problem, like:
- no ammo
- non-existing muzzle
- the muzzle is on a weapon that is not selected
- the weapon has no unit operating it
Examples
- Example 1:
marshall = "B_APC_Wheeled_01_cannon_F" createVehicle position player;
createVehicleCrew marshall;
[marshall, "HE"] call BIS_fnc_fire;
[marshall, "AP"] call BIS_fnc_fire;
[marshall, "autocannon_40mm_CTWS"] call BIS_fnc_fire;
[marshall, "LMG_M200_body"] call BIS_fnc_fire;
[marshall, "SmokeLauncher"] call BIS_fnc_fire;
[marshall, "TruckHorn"] call BIS_fnc_fire;
- Example 2:
[bob, "SmokeShellMuzzle"] call BIS_fnc_fire;
[bob, "HandGrenadeMuzzle"] call BIS_fnc_fire;
- Example 3:
blackfoot = "B_Heli_Attack_01_dynamicLoadout_F" createVehicle position player;
createVehicleCrew blackfoot;
[blackfoot, "missiles_DAGR"] call BIS_fnc_fire;
[blackfoot, "missiles_ASRAAM"] call BIS_fnc_fire;
[blackfoot, "gatling_20mm"] call BIS_fnc_fire;
[blackfoot, "CMFlareLauncher"] call BIS_fnc_fire;
- Example 4:
[vehicle mortargunner, "mortar_82mm"] call BIS_fnc_fire; // mortargunner fires mortar
Additional Information
- See also:
- firefireAtTargetforceWeaponFire
Notes
-
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