fireAtTarget: Difference between revisions
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|r1= [[Boolean]] - [[true]] if fired, [[false]] if not | |r1= [[Boolean]] - [[true]] if fired, [[false]] if not | ||
|x1= <sqf>_handle = this fireAtTarget [groundtarget1,"HellfireLauncher"];</sqf> | |x1= <sqf>_handle = this fireAtTarget [groundtarget1, "HellfireLauncher"];</sqf> | ||
|x2= <sqf>_handle = Igla_AA_pod_TK_EP1 fireAtTarget [_helicopter, currentWeapon Igla_AA_pod_TK_EP1];</sqf> | |x2= <sqf>_handle = Igla_AA_pod_TK_EP1 fireAtTarget [_helicopter, currentWeapon Igla_AA_pod_TK_EP1];</sqf> | ||
Line 45: | Line 45: | ||
|timestamp= 20140408165000 | |timestamp= 20140408165000 | ||
|text= ({{arma3}} 1.14) Source vehicle is only limited to manned vehicle while any other types won’t be able to active [[fireAtTarget]] handle, e.g. | |text= ({{arma3}} 1.14) Source vehicle is only limited to manned vehicle while any other types won’t be able to active [[fireAtTarget]] handle, e.g. | ||
< | <sqf> | ||
_handle = _infantryUnit fireAtTarget [_infantryTarget, weapons _infantryUnit select 0]; | |||
// false & no bullet shoot | // false & no bullet shoot | ||
</ | </sqf> | ||
Target has no limitation and can be any object: | Target has no limitation and can be any object: | ||
< | <sqf> | ||
_handle = (vehicle _veh) fireAtTarget [objNull, weapons (vehicle _veh) select 0]; | |||
// true & a bullet shoot | // true & a bullet shoot | ||
</ | </sqf> | ||
Handle returns false if weapon class name is inaccurate, e.g. | Handle returns false if weapon class name is inaccurate, e.g. | ||
< | <sqf> | ||
_handle = (vehicle _veh) fireAtTarget [ObjNull, "UnknownWeapon"]; | |||
// false & no bullet shoot | // false & no bullet shoot | ||
</ | </sqf> | ||
Handle still returns true even though the vehicle is unavailable to shoot any bullet: | Handle still returns true even though the vehicle is unavailable to shoot any bullet: | ||
< | <sqf> | ||
(vehicle _veh) setAmmo [_weapon,0]; | _weapon = weapons (vehicle _veh) select 0; | ||
(vehicle _veh) setAmmo [_weapon, 0]; | |||
// true & no bullet shoot</ | _handle = (vehicle _veh) fireAtTarget [objNull, _weapon]; | ||
=== | // true & no bullet shoot | ||
</sqf> | |||
=== Difference === | |||
{{{!}} class="wikitable sortable" | {{{!}} class="wikitable sortable" | ||
Line 85: | Line 92: | ||
{{!}} Normal shoot, won’t aim at target automatically | {{!}} Normal shoot, won’t aim at target automatically | ||
{{!}} | {{!}} | ||
< | <sqf> | ||
_veh doWatch _target; | |||
waitUntil { _veh aimedAtTarget [_target] > 0 }; | waitUntil { _veh aimedAtTarget [_target] > 0 }; | ||
_veh fireAtTarget [_target];</ | _veh fireAtTarget [_target]; | ||
</sqf> | |||
{{!}}- | {{!}}- | ||
Line 95: | Line 104: | ||
{{!}} Normal shoot, can change fire mode | {{!}} Normal shoot, can change fire mode | ||
{{!}} | {{!}} | ||
< | <sqf> | ||
// e.g. unit won't shoot until he is facing the target | |||
_unit doWatch _tar; | _unit doWatch _tar; | ||
waitUntil { | waitUntil { | ||
_dir = | _dir = direction _unit; | ||
_relative = [_unit,_tar] | _relative = [_unit,_tar] call BIS_fnc_relativeDirTo; | ||
if (_dir == _relative) exitWith { | |||
_unit | _unit forceWeaponFire [currentWeapon _unit, "single"]; | ||
}; | }; | ||
false | |||
}; | }; | ||
</ | </sqf> | ||
{{!}}- | {{!}}- | ||
{{!}} [[doFire]] | {{!}} [[doFire]] |
Latest revision as of 19:48, 3 September 2024
Description
- Description:
- Remotely forces a unit to fire the given weapon. See also BIS_fnc_fire.
- Groups:
- Unit ControlWeapons
Syntax
- Syntax:
- sourceVehicle fireAtTarget [targetVehicle, weaponMuzzleName]
- Parameters:
- sourceVehicle: Object - source vehicle to fire from
- targetVehicle: Object - target vehicle to fire at
- weaponMuzzleName: String - (Optional) weapon muzzle classname, optional parameter
- Return Value:
- Boolean - true if fired, false if not
Examples
- Example 1:
- Example 2:
- Example 3:
Additional Information
- See also:
- fire doFire commandFire canFire forceWeaponFire commandArtilleryFire commandSuppressiveFire doArtilleryFire doSuppressiveFire isManualFire aimedAtTarget BIS_fnc_fire
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 Sep 16, 2010 - 08:17 (UTC)
- Most likely only for missiles and for interaction with player only.
- Posted on Apr 08, 2014 - 16:50 (UTC)
-
(Arma 3 1.14) Source vehicle is only limited to manned vehicle while any other types won’t be able to active fireAtTarget handle, e.g.
Target has no limitation and can be any object:Handle returns false if weapon class name is inaccurate, e.g. Handle still returns true even though the vehicle is unavailable to shoot any bullet: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 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