canFire: Difference between revisions

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<dd class="note">
<dd class="note">
False if there is no gunner in the vehicle, regardless of damage level.
False if there is no gunner in the vehicle, regardless of damage level.
<dd class="notedate">Posted on 07:20, 23 April 2018 (UTC)
<dt class="note">'''[[User:Pierre MGI|Pierre MGI]]'''
<dd class="note">
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.
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Revision as of 04:35, 23 April 2016

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Description

Description:
Returns true if the given vehicle is still able to fire. For the command to return true, vehicle must be alive, have weapon operator and the weapon cannot be damaged >= 0.9 but can be empty due to running out of ammo. If mission starts with vehicle having no ammo or setVehicleAmmo 0 command is executed on the vehicle, then canFire will always report false for it.
Groups:
Uncategorised

Syntax

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

Examples

Example 1:
?!(canFire _tank) : player sideChat "Tank disabled!"
Example 2:
if (!(canFire _tank)) then { player sideChat "Tank disabled!"; };

Additional Information

See also:
canMovecanStand

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 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.

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