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Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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{{RV|type=command | |||
|game1= ofp | |||
|version1= 1.00 | |||
|game2= ofpe | |||
|version2= 1.00 | |||
[[Category: | |game3= arma1 | ||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|arg= local | |||
|eff= global | |||
|gr1= Unit Control | |||
|gr2= Weapons | |||
|descr= Forces a unit to fire the given weapon. | |||
{{Feature|informative|Just like with [[forceWeaponFire]] it is possible to pass remote unit as argument, but this could be unreliable. Considering this command might need to be used in combination with [[selectWeapon]], which takes only [[Multiplayer Scripting#Locality|local]] arguments, it would make sense to execute the [[fire]] command where the unit is [[Multiplayer Scripting#Locality|local]] as well.}} | |||
|s1= unit [[fire]] muzzle | |||
|p1= unit: [[Object]] - unit that is supposed to fire | |||
|p2= muzzle: [[String]] - name of the muzzle to be fired | |||
|r1= [[Nothing]] | |||
|s2= unit [[fire]] [muzzle, mode, magazine] | |||
|p21= unit: [[Object]] | |||
|p22= muzzle: [[String]] | |||
|p23= mode: [[String]] | |||
|p24= magazine: [[String]] - (Optional) | |||
|r2= [[Nothing]] | |||
|x1= <sqf>_soldier fire "M16";</sqf> | |||
|x2= <sqf>_soldier fire "SmokeShellMuzzle";</sqf> | |||
|x3= <sqf>_soldier fire ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];</sqf> | |||
|x4= <sqf> | |||
player playActionNow "PutDown"; | |||
player selectWeapon "DemoChargeMuzzle"; | |||
player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; | |||
player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0]; | |||
</sqf> | |||
|seealso= [[BIS_fnc_fire]] [[doFire]] [[commandFire]] [[canFire]] [[fireAtTarget]] [[forceWeaponFire]] [[commandArtilleryFire]] [[commandSuppressiveFire]] [[doArtilleryFire]] [[doSuppressiveFire]] [[isManualFire]] [[selectWeapon]] [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]] [[:Category:Weapons]] | |||
}} | |||
<dl class="command_description"> | |||
<dt></dt> | |||
<dd class="notedate">Posted on 2006-08-17</dd> | |||
<dt class="note">[[User:Str|Str]]</dt> | |||
<dd class="note">Sometimes AI won't shoot when you use this command. It can be fixed by placing [[selectWeapon]] command before it.</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2007-02-02</dd> | |||
<dt class="note">[[User:Ceeeb|Ceeeb]]</dt> | |||
<dd class="note"> | |||
In '''OFP v1.96''', when a [[Operation_Flashpoint:_CfgVehicles#Man_Class_Vehicles|man]] class unit is given this command, he will aim up in the air before firing his weapon. This makes it rather useless if you want to make him shoot a target. It does work with vehicles, when the vehicle is first given a [[doWatch]] or [[doTarget]] command. | |||
</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2007-01-20</dd> | |||
<dt class="note">[[User:Bdfy|Bdfy]]</dt> | |||
<dd class="note">In '''ArmA v1.02''', this command is not working with weapons in the secondary turrets (like "DSHKM" in T-72)</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2008-01-15</dd> | |||
<dt class="note">[[User:Kronzky|Kronzky]]</dt> | |||
<dd class="note"> | |||
To place a satchel (pipebomb) the syntax is:<br> | |||
'''OFP''': unitname Fire ["put", "pipebomb"]<br> | |||
'''ArmA''': unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];<br> | |||
''The triggering is done via a "[[Armed_Assault:_Actions_List#TOUCHOFF|TOUCHOFF]]" action.'' | |||
</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2010-03-18</dd> | |||
<dt class="note">[[User:Mr.g-c|Mr.g-c]]</dt> | |||
<dd class="note">In {{arma2}}, AI will automatically shoot straight up. Command seems to be broken.</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2010-11-24</dd> | |||
<dt class="note">[[User:Mikhail|Mikhail]]</dt> | |||
<dd class="note">Command is broken - confirmed. Use action [[ArmA:_Actions#USEWEAPON|"USEWEAPON"]] instead. | |||
Place a game logic in the editor. Name it '''MyGameLogic'''. | |||
Use this code to make '''unit1''' fire his primaryweapon: | |||
<sqf>MyGameLogic action ["useWeapon", primaryWeapon unit1, unit1, 0];</sqf></dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2011-02-25</dd> | |||
<dt class="note">[[User:.kju|.kju]]</dt> | |||
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI.</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2012-04-06</dd> | |||
<dt class="note">[[User:Max Power|Max Power]]</dt> | |||
<dd class="note">If it did work at one time, it does no longer. The AI (or player) is forced to look upwards or reacts to a massive recoil force before getting his shot off.</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2013-02-16</dd> | |||
<dt class="note">[[User:hcpookie|hcpookie]]</dt> | |||
<dd class="note">Command did not work with {{Name|arma2acr|short}} v1.62. Use [[fireAtTarget]] instead.</dd> | |||
<dt></dt> | |||
<dd class="notedate">Posted on 2014-06-04 - 21:14 (UTC)</dd> | |||
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | |||
<dd class="note"> | |||
In {{arma3}} in order for AI to place Claymore, for example, it is necessary to execute 3 statements - an animation, weapon select and the actual [[fire]] command. Animation is most likely for forcing unit to leave rest state, weapon select and fire kinda both go together anyway: | |||
<sqf> | |||
_unit playActionNow "PutDown"; | |||
_unit selectWeapon "DirectionalMineRemoteMuzzle"; | |||
_unit fire [ | |||
"DirectionalMineRemoteMuzzle", | |||
"DirectionalMineRemoteMuzzle", | |||
"ClaymoreDirectionalMine_Remote_Mag" | |||
]; | |||
</sqf> | |||
</dd> | |||
<dt><dt> | |||
<dd class="notedate">Posted on 2017-11-25</dd> | |||
<dt class="note">[[User:SteveStevenson|Steve]]</dt> | |||
<dd class="note"> | |||
In {{arma3}}, as of version 1.76, examples 2 and 3 in the section above for smoke grenades are no longer working. | |||
As a workaround (throwing green smoke grenades for example), you can use: | |||
<sqf>[_soldier, "SmokeShellGreenMuzzle"] call BIS_fnc_fire;</sqf></dt> | |||
</dd> | |||
</dl> |
Latest revision as of 11:34, 3 September 2024
Description
- Description:
- Forces a unit to fire the given weapon.
- Groups:
- Unit ControlWeapons
Syntax
- Syntax:
- unit fire muzzle
- Parameters:
- unit: Object - unit that is supposed to fire
- muzzle: String - name of the muzzle to be fired
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unit fire [muzzle, mode, magazine]
- Parameters:
- unit: Object
- muzzle: String
- mode: String
- magazine: String - (Optional)
- Return Value:
- Nothing
Examples
- Example 1:
- _soldier fire "M16";
- Example 2:
- _soldier fire "SmokeShellMuzzle";
- Example 3:
- _soldier fire ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];
- Example 4:
- player playActionNow "PutDown"; player selectWeapon "DemoChargeMuzzle"; player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0];
Additional Information
- See also:
- BIS_fnc_fire doFire commandFire canFire fireAtTarget forceWeaponFire commandArtilleryFire commandSuppressiveFire doArtilleryFire doSuppressiveFire isManualFire selectWeapon action ["UseWeapon"] Category:Weapons
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 2006-08-17
- Str
- Sometimes AI won't shoot when you use this command. It can be fixed by placing selectWeapon command before it.
- Posted on 2007-02-02
- Ceeeb
- In OFP v1.96, when a man class unit is given this command, he will aim up in the air before firing his weapon. This makes it rather useless if you want to make him shoot a target. It does work with vehicles, when the vehicle is first given a doWatch or doTarget command.
- Posted on 2007-01-20
- Bdfy
- In ArmA v1.02, this command is not working with weapons in the secondary turrets (like "DSHKM" in T-72)
- Posted on 2008-01-15
- Kronzky
-
To place a satchel (pipebomb) the syntax is:
OFP: unitname Fire ["put", "pipebomb"]
ArmA: unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];
The triggering is done via a "TOUCHOFF" action. - Posted on 2010-03-18
- Mr.g-c
- In Arma 2, AI will automatically shoot straight up. Command seems to be broken.
- Posted on 2010-11-24
- Mikhail
- Command is broken - confirmed. Use action "USEWEAPON" instead.
Place a game logic in the editor. Name it MyGameLogic.
Use this code to make unit1 fire his primaryweapon:
- Posted on 2011-02-25
- .kju
- Command works just fine in A2/OA. Make sure to execute it on local AI.
- Posted on 2012-04-06
- Max Power
- If it did work at one time, it does no longer. The AI (or player) is forced to look upwards or reacts to a massive recoil force before getting his shot off.
- Posted on 2013-02-16
- hcpookie
- Command did not work with Arma 2:ACR v1.62. Use fireAtTarget instead.
- Posted on 2014-06-04 - 21:14 (UTC)
- Killzone_Kid
-
In Arma 3 in order for AI to place Claymore, for example, it is necessary to execute 3 statements - an animation, weapon select and the actual fire command. Animation is most likely for forcing unit to leave rest state, weapon select and fire kinda both go together anyway:
_unit playActionNow "PutDown"; _unit selectWeapon "DirectionalMineRemoteMuzzle"; _unit fire [ "DirectionalMineRemoteMuzzle", "DirectionalMineRemoteMuzzle", "ClaymoreDirectionalMine_Remote_Mag" ];
- Posted on 2017-11-25
- Steve
-
In Arma 3, as of version 1.76, examples 2 and 3 in the section above for smoke grenades are no longer working.
As a workaround (throwing green smoke grenades for example), you can use:
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Unit Control
- Command Group: Weapons
- Scripting Commands: Global Effect