BIS fnc effectFiredRifle: Difference between revisions

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{{Function
{{RV|type=function


|game1= arma3
|game1= arma3
|version1= 1.00
|version1= 1.00
<!--|exec= server|=-->
<!--|arg= local-->


|eff= local
|eff= local


|gr1 = Effects
|gr1= Effects


|descr= Used to add an effect to fired bullets. Should be executed from Fired Event Handler.
|descr= Used to add an effect to fired bullets. Should be executed from Fired Event Handler.


|s1= [unit, nil, nil, nil, ammoType] [[call]] [[BIS_fnc_effectFiredRifle]]
|s1= [unit, nil, nil, nil, ammoType] call [[BIS_fnc_effectFiredRifle]]


|p1= unit: [[Object]] - The unit, the effect should be added to
|p1= unit: [[Object]] - the unit, the effect should be added to


|p2= nil: [[Nothing]]
|p2= nil: [[Nothing]]
Line 25: Line 20:
|p4= nil: [[Nothing]]
|p4= nil: [[Nothing]]


|p5= ammoType: [[String]] - The type of ammo the effect should be triggered for
|p5= ammoType: [[String]] - the type of ammo the effect should be triggered for


|r1= [[Nothing]]
|r1= [[Nothing]]


|x1= <code>unit [[addEventHandler]] ["Fired",  
|x1= <sqf>unit addEventHandler ["Fired",  
{
{
   [[_this]] [[call]] [[BIS_fnc_effectFiredRifle]];
   _this call BIS_fnc_effectFiredRifle;
}];</code>
}];</sqf>
 
|exec= call


|seealso= [[addEventHandler]] [[Arma_3:_Event_Handlers#Fired | Fired Event Handler]]
|seealso= [[addEventHandler]] [[Arma_3:_Event_Handlers#Fired | Fired Event Handler]]
}}
}}
<h3 style="display:none">Bottom Section</h3>
[[Category:Functions|{{uc:effectFiredRifle}}]]
[[Category:{{Name|arma3}}: Functions|{{uc:effectFiredRifle}}]]

Latest revision as of 15:50, 8 November 2023

Hover & click on the images for description

Description

Description:
Used to add an effect to fired bullets. Should be executed from Fired Event Handler.
Execution:
call
Groups:
Effects

Syntax

Syntax:
[unit, nil, nil, nil, ammoType] call BIS_fnc_effectFiredRifle
Parameters:
unit: Object - the unit, the effect should be added to
nil: Nothing
nil: Nothing
nil: Nothing
ammoType: String - the type of ammo the effect should be triggered for
Return Value:
Nothing

Examples

Example 1:
unit addEventHandler ["Fired", { _this call BIS_fnc_effectFiredRifle; }];

Additional Information

See also:
addEventHandler Fired Event Handler

Notes

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