setWeaponReloadingTime: Difference between revisions

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m (Text replacement - "user= kju" to "user= .kju")
 
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|r1= [[Boolean]] - [[true]] if given weapon is found
|r1= [[Boolean]] - [[true]] if given weapon is found


|x1= <code>_success = _vehicle [[setWeaponReloadingTime]] [<nowiki/>[[gunner]] ([[vehicle]] [[player]]), [[currentMuzzle]] [[gunner]] [[vehicle]] [[player]], 0.5];</code>
|x1= <sqf>_success = _vehicle setWeaponReloadingTime [gunner vehicle player, currentMuzzle gunner vehicle player, 0.5];</sqf>


|x2= Boost RPM: <code>unit [[addEventHandler]] ["Fired", {
|x2= Boost RPM:
_this # 0 [[setWeaponReloadingTime]] [_this # 0, _this # 2, 1/3];
<sqf>
}];</code>
unit addEventHandler ["Fired", {
_this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3];
}];
</sqf>


|seealso= [[weaponReloadingTime]] [[weapons]] [[magazines]], [[selectWeapon]], [[loadMagazine]], [[weaponState]], [[reload]]
|seealso= [[weaponReloadingTime]] [[weapons]] [[magazines]] [[selectWeapon]] [[loadMagazine]] [[weaponState]] [[reload]]
}}
}}


{{Note
{{Note
|user= kju
|user= .kju
|timestamp= 20120115
|timestamp= 20120115
|text= The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0.
|text= The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0.
Line 54: Line 57:
|timestamp= 20170514
|timestamp= 20170514
|text= Note that '''setWeaponReloadingTime''' is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:  
|text= Note that '''setWeaponReloadingTime''' is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:  
<code>[[player]] [[addEventHandler]] ["FiredMan", {
<sqf>
[[params]] ["", "_weapon", "_muzzle"];
player addEventHandler ["FiredMan", {
[[private]] _[[type]] [[a = b|=]] _weapon [[call]] [[BIS_fnc_itemType]];
params ["", "_weapon", "_muzzle"];
[[private]] _[[time]] [[a = b|=]] [[-]]1;
private _type = _weapon call BIS_fnc_itemType;
[[switch]] (_[[type]] [[select]] 1) [[do]] {
private _time = -1;
[[case]] 'SniperRifle' [[a : b|:]] {_[[time]] [[a = b|=]] 0.5};
switch (_type select 1) do {
[[case]] 'AssaultRifle' [[a : b|:]] {};
case "SniperRifle" : {_time = 0.5};
[[case]] 'Handgun' [[a : b|:]] {};
case "AssaultRifle" : {};
[[case]] 'Rifle' [[a : b|:]] {};
case "Handgun" : {};
[[case]] 'SubmachineGun' [[a : b|:]] {};
case "Rifle" : {};
[[case]] 'MachineGun' [[a : b|:]] {};
case "SubmachineGun" : {};
[[case]] 'Mortar' [[a : b|:]] {};
case "MachineGun" : {};
[[case]] 'GrenadeLauncher' [[a : b|:]] {};
case "Mortar" : {};
[[case]] 'BombLauncher' [[a : b|:]] {};
case "GrenadeLauncher" : {};
[[case]] 'MissileLauncher' [[a : b|:]] {};
case "BombLauncher" : {};
[[case]] 'RocketLauncher' [[a : b|:]] {};
case "MissileLauncher" : {};
[[case]] 'Cannon' [[a : b|:]] {};
case "RocketLauncher" : {};
[[case]] 'Throw' [[a : b|:]] {};
case "Cannon" : {};
case "Throw" : {};
};
};
[[if]] (_[[time]] [[isEqualTo]] [[-]]1) [[exitWith]] {};
if (_time isEqualTo -1) exitWith {};
([[vehicle]] [[player]]) [[setWeaponReloadingTime]] [([[vehicle]] [[player]]), _muzzle, _time];
(vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time];
}];
}];
</code>
</sqf>
This [[Arma 3: Event Handlers|Event Handler]] makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit [[BIS_fnc_itemType]].
This [[Arma 3: Event Handlers|Event Handler]] makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit [[BIS_fnc_itemType]].
}}
}}

Latest revision as of 20:33, 3 May 2024

Hover & click on the images for description

Description

Description:
Sets reloading phase on the given weapon's current ammo round.
This command does not change a weapon's (e.g soldier's rifle) magazine reloading time but changes the ammo reloading state before the next round is shot.
Groups:
Weapons

Syntax

Syntax:
vehicle setWeaponReloadingTime [gunner, muzzleName, reloadTime]
Parameters:
vehicle: Object
gunner: Object - alive and able gunner operating the targeted turret
muzzleName: String - turret's muzzle
reloadTime: Number - in range 0..1 where 0: reload complete, 1: reload started
Return Value:
Boolean - true if given weapon is found

Examples

Example 1:
_success = _vehicle setWeaponReloadingTime [gunner vehicle player, currentMuzzle gunner vehicle player, 0.5];
Example 2:
Boost RPM:
unit addEventHandler ["Fired", { _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; }];

Additional Information

See also:
weaponReloadingTime weapons magazines selectWeapon loadMagazine weaponState reload

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
.kju - c
Posted on Jan 15, 2012 - 00:00 (UTC)
The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0. Or you can delay or stop the reload event indefinitely. The 0-1 range is a percentage - the reload time is taken from the weapons's config value (either reloadTime or magazineReloadTime - not sure). The effect is one time only each - it does not modify the weapon's general reload time.

Works also for infantry weapons - probably useful weapons with longer reload time like sniper weapons or launchers: player setWeaponReloadingTime [player,currentWeapon player,0]; No idea what's point of the return value.
Demellion - c
Posted on May 14, 2017 - 00:00 (UTC)
Note that setWeaponReloadingTime is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:
player addEventHandler ["FiredMan", { params ["", "_weapon", "_muzzle"]; private _type = _weapon call BIS_fnc_itemType; private _time = -1; switch (_type select 1) do { case "SniperRifle" : {_time = 0.5}; case "AssaultRifle" : {}; case "Handgun" : {}; case "Rifle" : {}; case "SubmachineGun" : {}; case "MachineGun" : {}; case "Mortar" : {}; case "GrenadeLauncher" : {}; case "BombLauncher" : {}; case "MissileLauncher" : {}; case "RocketLauncher" : {}; case "Cannon" : {}; case "Throw" : {}; }; if (_time isEqualTo -1) exitWith {}; (vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time]; }];
This Event Handler makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit BIS_fnc_itemType.