fireAtTarget: Difference between revisions

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(A note about fireAtTarget added with a simple table)
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<dd class="note">
<dd class="note">
Most likely only for missiles and for interaction with player only.
Most likely only for missiles and for interaction with player only.
<dd class="notedate">Posted on Apr 8, 2014 - 16:50
<dt class="note">'''[[User:ffur2007slx2_5|ffur2007slx2_5]]'''<dd class="note">
In ArmA3 ver 1.14 Source vehicle is only limited to manned vehicle while any other types won’t be able to active [[fireAtTarget]] handler, e.g.
<code>
_handler = _InfantryUnit fireAtTarget [_Infnatrytarget,(weapons _Infantryunit select 0)];
//false & no bullet shoot
</code>
Target has no limitation and can be any object, e.g.
<code>
_handler = (vehicle _veh) fireAtTarget [ObjNull,(weapons (vehicle _veh) select 0)];
//true & a bullet shoot
</code>
Handler returns false if weapon class name is inaccurate, e.g.
<code>
_Handle = (vehicle _veh) fireAtTarget [ObjNull,”UnknownWeapon”];
//false & no bullet shoot.
</code>
Handler still returns true even though the vehicle is unavailable to shoot any bullet, e.g.
<code>
_weapon = weapons (vehicle _veh) select 0;
(vehicle _veh) setAmmo [_weapon,0];
_Handle = (vehicle _veh) fireAtTarget [ObjNull,_weapon];
//true & no bullet shoot
</code>
=== difference ===
{| class="wikitable sortable"


! command
! Source
! Target
! Behavior


|-
| [[fire]]
| Unit only
| N/A
| Fired aiming at air
|-
| [[fireAtTarget]]
| Manned vehicle only
| Any object
| Normal shoot, won’t aim at target automatically
|-
| [[forceWeaponFire]]
| Unit only
| N/A
| Normal shoot, can change fire mode
|-
| [[doFire]]
| Unit only
| Either unit or vehicle
| automatic aiming and shooting
|-
| [[commandFire]]
| Unit only
| Either unit or vehicle
| automatic aiming and shooting
|-
| action [“useweapon”]
| Either unit or vehicle
| N/A
| unexpected behavior
|}
<!-- Note Section END -->
<!-- Note Section END -->
</dl>
</dl>

Revision as of 10:56, 8 April 2014

Hover & click on the images for description

Description

Description:
Remotely forces a unit to fire the given weapon.
Groups:
Uncategorised

Syntax

Syntax:
Script = sourceVehicle fireAtTarget [targetVehicle,weaponClassName]
Parameters:
sourceVehicle: Object - source vehicle to fire from
targetVehicle: Object - target vehicle to fire at
WeaponClassName: String - weapon classname, optional parameter
Return Value:
Script - script handle, which can be used to determine (via scriptDone) when the called script has finished.

Examples

Example 1:
_handle = this fireAtTarget [groundtarget1,"HellfireLauncher"];
Example 2:
_handle = Igla_AA_pod_TK_EP1 fireAtTarget [_helicopter,currentweapon Igla_AA_pod_TK_EP1];
Example 3:
_handle = Igla_AA_pod_TK_EP1 fireAtTarget [helicopter];

Additional Information

See also:
firelaserTarget

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

Most likely only for missiles and for interaction with player only.
Posted on Apr 8, 2014 - 16:50
ffur2007slx2_5
In ArmA3 ver 1.14 Source vehicle is only limited to manned vehicle while any other types won’t be able to active fireAtTarget handler, e.g. _handler = _InfantryUnit fireAtTarget [_Infnatrytarget,(weapons _Infantryunit select 0)]; //false & no bullet shoot Target has no limitation and can be any object, e.g. _handler = (vehicle _veh) fireAtTarget [ObjNull,(weapons (vehicle _veh) select 0)]; //true & a bullet shoot Handler returns false if weapon class name is inaccurate, e.g. _Handle = (vehicle _veh) fireAtTarget [ObjNull,”UnknownWeapon”]; //false & no bullet shoot. Handler still returns true even though the vehicle is unavailable to shoot any bullet, e.g. _weapon = weapons (vehicle _veh) select 0; (vehicle _veh) setAmmo [_weapon,0]; _Handle = (vehicle _veh) fireAtTarget [ObjNull,_weapon]; //true & no bullet shoot

difference

command Source Target Behavior
fire Unit only N/A Fired aiming at air
fireAtTarget Manned vehicle only Any object Normal shoot, won’t aim at target automatically
forceWeaponFire Unit only N/A Normal shoot, can change fire mode
doFire Unit only Either unit or vehicle automatic aiming and shooting
commandFire Unit only Either unit or vehicle automatic aiming and shooting
action [“useweapon”] Either unit or vehicle N/A unexpected behavior

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