doArtilleryFire

From Bohemia Interactive Community
Revision as of 15:03, 21 September 2020 by R3vo (talk | contribs)
Jump to navigation Jump to search
Hover & click on the images for description

Description

Description:
Orders a unit to reload defined magazine commence fire burst on the given position (silently).
Groups:
Artillery

Syntax

Syntax:
unit doArtilleryFire [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 doArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3];

Additional Information

See also:
getArtilleryAmmogetArtilleryETAenableEngineArtillerygetArtilleryComputerSettingsshownArtilleryComputerinRangeOfArtilleryfiredoFirecommandFirecanFirefireAtTargetforceWeaponFirecommandArtilleryFirecommandSuppressiveFiredoSuppressiveFireisManualFire

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 - 14:26 (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 doArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 10]; will only fire 8 rounds instead of 10.

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

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

_mortar doArtilleryFire [_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.