canFire: Difference between revisions

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(gunner -> weapon operator)
(more clarification)
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| Returns [[true]] if the given vehicle is still able to fire. For the command to return [[true]], vehicle must be alive, have weapon operator and the weapon cannot be damaged <nowiki>>= 0.9</nowiki> but can be empty due to running out of ammo. [[setVehicleAmmo]] 0 on the other hand will make this command to permanently return [[false]]. |= Description
| Returns [[true]] if the given vehicle is still able to fire. For the command to return [[true]], vehicle must be alive, have weapon operator and the weapon cannot be damaged <nowiki>>= 0.9</nowiki> but can be empty due to running out of ammo. If mission starts with vehicle having no ammo or [[setVehicleAmmo]] 0 command is executed on the vehicle, then [[canFire]] will always report [[false]] for it. |= Description
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Revision as of 17:57, 9 January 2015

Hover & click on the images for description

Description

Description:
Returns true if the given vehicle is still able to fire. For the command to return true, vehicle must be alive, have weapon operator and the weapon cannot be damaged >= 0.9 but can be empty due to running out of ammo. If mission starts with vehicle having no ammo or setVehicleAmmo 0 command is executed on the vehicle, then canFire will always report false for it.
Groups:
Uncategorised

Syntax

Syntax:
canFire unitName
Parameters:
unitName: Object
Return Value:
Boolean - true if able to fire

Examples

Example 1:
?!(canFire _tank) : player sideChat "Tank disabled!"
Example 2:
if (!(canFire _tank)) then { player sideChat "Tank disabled!"; };

Additional Information

See also:
canMovecanStand

Notes

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Notes

Posted on 07:16, 20 January 2007 (CEST)
Bdfy
true even if unit is out of ammo. Only false if gun is damaged.
Posted on 05:20, 24 August 2008 (CEST)
Canukausiuka
False if there is no gunner in the vehicle, regardless of damage level.

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