doArtilleryFire

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Revision as of 15:09, 16 January 2021 by Ansin11 (talk | contribs) (Page overhaul, edited my comment)
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Description

Description:
Orders an artillery unit to fire a burst on the given position (silently).
Problems:
The unit will fire a burst even if the rounds parameter is 0 or a negative number.
Groups:
Artillery

Syntax

Syntax:
unit doArtilleryFire [position, type, rounds]
Parameters:
unit: Object
position: Position
type: String - Magazine class name from CfgMagazines (case sensitive).
rounds: Number
Return Value:
Nothing

Examples

Example 1:
Mortar 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


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.