setWeaponReloadingTime: Difference between revisions
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|x2= Boost RPM: | |x2= Boost RPM: | ||
<code>unit addEventHandler ["Fired", { | <code>unit addEventHandler ["Fired", { | ||
_this # 0 | _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; | ||
}];</code> | }];</code> | ||
Line 55: | Line 55: | ||
|timestamp= 20170514 | |timestamp= 20170514 | ||
|text= Note that '''setWeaponReloadingTime''' is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code: | |text= Note that '''setWeaponReloadingTime''' is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code: | ||
<code> | <code>player [[addEventHandler]] ["FiredMan", { | ||
[[params]] ["", "_weapon", "_muzzle"]; | [[params]] ["", "_weapon", "_muzzle"]; | ||
[[private]] _[[type]] [[a = b|=]] _weapon [[call]] [[BIS_fnc_itemType]]; | [[private]] _[[type]] [[a = b|=]] _weapon [[call]] [[BIS_fnc_itemType]]; | ||
Line 76: | Line 76: | ||
[[if]] (_[[time]] [[isEqualTo]] [[-]]1) [[exitWith]] {}; | [[if]] (_[[time]] [[isEqualTo]] [[-]]1) [[exitWith]] {}; | ||
([[vehicle]] [[player]]) [[setWeaponReloadingTime]] [([[vehicle]] [[player]]), _muzzle, _time]; | ([[vehicle]] [[player]]) [[setWeaponReloadingTime]] [([[vehicle]] [[player]]), _muzzle, _time]; | ||
}]; | }];</code> | ||
</code> | |||
This [[Arma 3: Event Handlers|Event Handler]] makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit [[BIS_fnc_itemType]]. | This [[Arma 3: Event Handlers|Event Handler]] makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit [[BIS_fnc_itemType]]. | ||
}} | }} |
Revision as of 13:02, 12 May 2022
Description
- Description:
- Sets reloading phase on the given weapon's current ammo round.
- Groups:
- Weapons
Syntax
- Syntax:
- vehicle setWeaponReloadingTime [gunner, muzzleName, reloadTime]
- Parameters:
- vehicle: Object
- gunner: Object - alive and able gunner operating the targeted turret
- muzzleName: String - turret's muzzle
- reloadTime: Number - in range 0..1 where 0: reload complete, 1: reload started
- Return Value:
- Boolean - true if given weapon is found
Examples
- Example 1:
_success = _vehicle setWeaponReloadingTime [gunner (vehicle player), currentMuzzle gunner vehicle player, 0.5];
- Example 2:
- Boost RPM:
unit addEventHandler ["Fired", { _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; }];
Additional Information
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 Jan 15, 2012 - 00:00 (UTC)
-
The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0.
Or you can delay or stop the reload event indefinitely. The 0-1 range is a percentage - the reload time is taken from the weapons's config value (either reloadTime or magazineReloadTime - not sure). The effect is one time only each - it does not modify the weapon's general reload time.
Works also for infantry weapons - probably useful weapons with longer reload time like sniper weapons or launchers: player setWeaponReloadingTime [player,currentWeapon player,0]; No idea what's point of the return value.
- Posted on May 14, 2017 - 00:00 (UTC)
-
Note that setWeaponReloadingTime is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:
player addEventHandler ["FiredMan", { params ["", "_weapon", "_muzzle"]; private _type = _weapon call BIS_fnc_itemType; private _time = -1; switch (_type select 1) do { case 'SniperRifle' : {_time = 0.5}; case 'AssaultRifle' : {}; case 'Handgun' : {}; case 'Rifle' : {}; case 'SubmachineGun' : {}; case 'MachineGun' : {}; case 'Mortar' : {}; case 'GrenadeLauncher' : {}; case 'BombLauncher' : {}; case 'MissileLauncher' : {}; case 'RocketLauncher' : {}; case 'Cannon' : {}; case 'Throw' : {}; }; if (_time isEqualTo -1) exitWith {}; (vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time]; }];
This Event Handler makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit BIS_fnc_itemType.