commandArtilleryFire: Difference between revisions

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Revision as of 22:57, 12 January 2021

Hover & click on the images for description

Description

Description:
Orders a unit via radio to reload defined magazine and fire given number of rounds on the given position.
Groups:
Artillery

Syntax

Syntax:
unit commandArtilleryFire [position, type, rounds]
Parameters:
unit: Object
[position, type, rounds]: Array
position: Position
type (case sensitive): String
rounds: Number
Return Value:
Nothing

Examples

Example 1:
mortar1 commandArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3];

Additional Information

See also:
getArtilleryAmmogetArtilleryETAenableEngineArtillerygetArtilleryComputerSettingsshownArtilleryComputerinRangeOfArtilleryfiredoFirecommandFirecanFirefireAtTargetforceWeaponFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFire

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

Bottom Section

Posted on April 18, 2020 - 14:28 (UTC)
ansin11
Arma 3 (1.98.146303): This command can not fire bursts consisting of more rounds than the given magazine type holds, even if there are several magazines of the same type available. The fire mission issued by this command ends once the artillery unit has to reload.

Example:
The Mk6 Mortar comes with four "8Rnd_82mm_Mo_shells" magazines, giving it a total of 32 HE shells. However, _mortar commandArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 10]; will only fire 8 rounds instead of 10.

Similarly, _mortar commandArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 7]; //First burst

sleep 20; //Wait until first burst has been fired

_mortar commandArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 2]; //Second burst
will only fire 8 rounds total instead of 9; the second round of the second burst is never fired because the artillery unit has to reload after the first round of the second burst.