canFire: Difference between revisions

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<dd class="notedate">Posted on 07:16, 20 January 2007 (CEST)</dd>
<dd class="notedate">Posted on 07:16, 20 January 2007 (CEST)</dd>

Revision as of 13:27, 12 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Weapons

Syntax

Syntax:
Syntax needed
Parameters:
unitName: Object
Return Value:
Boolean - true if able to fire

Examples

Example 1:
if (not canFire _tank) then { player sideChat "Tank disabled!"; };

Additional Information

See also:
canMovecanStandfiredoFirecommandFirefireAtTargetforceWeaponFirecommandArtilleryFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFire

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 07:16, 20 January 2007 (CEST)
Bdfy
true even if unit is out of ammo. Only false if gun is damaged.
Posted on 05:20, 24 August 2008 (CEST)
Canukausiuka
False if there is no gunner in the vehicle, regardless of damage level.
Posted on 07:20, 23 April 2018 (UTC)
Pierre MGI
This command seems to have evolved. Returns "true" (on Hunter, Ifrit) even if Gun's damage is set to 1 and turret also, as far there is a gunner. The only way to obtain a canFire "false" is to make the crew disembark (2 burned tires for example). Then no matter the gun state, if the gunner disembarks without order, the vehicle can't fire. In this case: can't move >> can't fire. NB: if you jump into a hunter HMG after having setHitPointDamage(d) "hitTurret" and "hitGun" to 1, the turret can't rotate any more, the gun is pitched down but you can fire (trigger) to the ground. Difficult to check the behavior for each vehicles.