setWeaponReloadingTime: Difference between revisions
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|r1= [[Boolean]] - [[true]] if given weapon is found | |r1= [[Boolean]] - [[true]] if given weapon is found | ||
|x1= < | |x1= <sqf>_success = _vehicle setWeaponReloadingTime [gunner vehicle player, currentMuzzle gunner vehicle player, 0.5];</sqf> | ||
|x2= Boost RPM: | |x2= Boost RPM: | ||
< | <sqf> | ||
unit addEventHandler ["Fired", { | |||
_this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; | _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; | ||
}];</ | }]; | ||
</sqf> | |||
|seealso= [[weaponReloadingTime]] [[weapons]] [[magazines]] [[selectWeapon]] [[loadMagazine]] [[weaponState]] [[reload]] | |seealso= [[weaponReloadingTime]] [[weapons]] [[magazines]] [[selectWeapon]] [[loadMagazine]] [[weaponState]] [[reload]] | ||
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{{Note | {{Note | ||
|user= kju | |user= .kju | ||
|timestamp= 20120115 | |timestamp= 20120115 | ||
|text= 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. | |text= 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. | ||
Line 55: | Line 57: | ||
|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: | ||
< | <sqf> | ||
player addEventHandler ["FiredMan", { | |||
params ["", "_weapon", "_muzzle"]; | params ["", "_weapon", "_muzzle"]; | ||
private _type = _weapon call BIS_fnc_itemType; | private _type = _weapon call BIS_fnc_itemType; | ||
private _time = -1; | private _time = -1; | ||
switch (_type select 1) do { | switch (_type select 1) do { | ||
case | case "SniperRifle" : {_time = 0.5}; | ||
case | case "AssaultRifle" : {}; | ||
case | case "Handgun" : {}; | ||
case | case "Rifle" : {}; | ||
case | case "SubmachineGun" : {}; | ||
case | case "MachineGun" : {}; | ||
case | case "Mortar" : {}; | ||
case | case "GrenadeLauncher" : {}; | ||
case | case "BombLauncher" : {}; | ||
case | case "MissileLauncher" : {}; | ||
case | case "RocketLauncher" : {}; | ||
case | case "Cannon" : {}; | ||
case | case "Throw" : {}; | ||
}; | }; | ||
if (_time isEqualTo -1) exitWith {}; | if (_time isEqualTo -1) exitWith {}; | ||
(vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time]; | (vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time]; | ||
}];</ | }]; | ||
</sqf> | |||
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]]. | ||
}} | }} |
Latest revision as of 20:33, 3 May 2024
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:
- Example 2:
- Boost RPM:
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:
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.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]; }];