forceWeaponFire: Difference between revisions
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|p1= unit: [[Object]] |= PARAMETER1 | |p1= unit: [[Object]] |= PARAMETER1 | ||
|p2= [weapon, | |p2= [weapon, firemode]: [[Array]] |= PARAMETER2 | ||
|p3= weapon: [[String]] |= PARAMETER3 | |p3= weapon: [[String]] |= PARAMETER3 |
Revision as of 11:56, 25 August 2013
Description
- Description:
- The unit will be forced to fire from the given weapon. The weapon will not fire if firemode passed as parameter is not supported by the weapon. Note: This command has strange locality. Executed on remote unit it will change the firemode but will not make unit fire.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit forceWeaponFire [weapon, firemode]
- Parameters:
- unit: Object
- [weapon, firemode]: Array
- weapon: String
- firemode: String - Possible options are "Single", "Burst" and "FullAuto".
- Return Value:
- Nothing
Examples
- Example 1:
soldierOne forceWeaponFire ["arifle_MX_F", "Single"];
Additional Information
- See also:
- currentWeaponcurrentWeaponMode
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
Notes
- Posted on August 25, 2013
- Killzone_Kid
- Here is a neat workaround trick for firemode change from a script:
_weapon = currentWeapon player; _ammo = player ammo _weapon; player setAmmo [_weapon, 0]; player forceWeaponFire [_weapon, "FullAuto"]; player setAmmo [_weapon, _ammo];