fireAtTarget

From Bohemia Interactive Community
Jump to: navigation, search
Introduced with Arma 2: Operation Arrowhead version 1.51
  

Click on the images for descriptions

Introduced in

Game:
Arma 2: Operation Arrowhead
Version:
1.51

Description

Description:
Remotely forces a unit to fire the given weapon. See also: BIS_fnc_fire

Syntax

Syntax:
sourceVehicle fireAtTarget [targetVehicle, weaponMuzzleName]
Parameters:
sourceVehicle: Object - source vehicle to fire from
[targetVehicle, weaponMuzzleName]: Array
targetVehicle: Object - target vehicle to fire at
weaponMuzzleName (Optional): String - weapon muzzle classname, optional parameter
Return Value:
Boolean - true if fired, false if not

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

Multiplayer:
-
See also:
firedoFirecommandFirecanFireforceWeaponFirecommandArtilleryFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFireaimedAtTargetBIS_fnc_fire

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on Sep 16, 2010 - 08:17
Dwarden
Most likely only for missiles and for interaction with player only.
Posted on Apr 8, 2014 - 16:50
ffur2007slx2_5
(A3 1.14) Source vehicle is only limited to manned vehicle while any other types won’t be able to active fireAtTarget handle, e.g. _handle = _InfantryUnit fireAtTarget [_Infnatrytarget,(weapons _Infantryunit select 0)]; //false & no bullet shoot Target has no limitation and can be any object: _handle = (vehicle _veh) fireAtTarget [ObjNull,(weapons (vehicle _veh) select 0)]; //true & a bullet shoot Handle returns false if weapon class name is inaccurate, e.g. _Handle = (vehicle _veh) fireAtTarget [ObjNull,”UnknownWeapon”]; //false & no bullet shoot. Handle still returns true even though the vehicle is unavailable to shoot any bullet: _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 Workaround templets
fire Either Unit or manned vehicle N/A Fired aiming at air for infantry rifle Together with selectWeapon,

suggested to work with "throw","put" weapon type for infantry, or vehicle entity indeed.

fireAtTarget Manned vehicle only Any object Normal shoot, won’t aim at target automatically _veh doWatch _target;

waitUntil {_veh aimedAtTarget [_target] > 0}; _veh fireAtTarget [_target];

forceWeaponFire Either Unit or manned aircraft (weapon operator) N/A Normal shoot, can change fire mode //E.g. unit won't shoot until he is facing the target.
 _unit doWatch _tar;
 waitUntil {
   _dir = direction _unit;
   _relative = [_unit,_tar] call BIS_fnc_relativeDirTo;
   if (_dir == _relative) exitWith {
     _unit forceWeaponFire [ currentWeapon _unit,"single"];
   };
   false
 };
doFire Unit only Either unit or vehicle automatic aiming and shooting No special example.
commandFire Unit only Either unit or vehicle automatic aiming and shooting No special example.
action ["UseWeapon"] Either unit or manned vehicle N/A unexpected behavior N/A

Bottom Section