fire: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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|descr= Forces a unit to fire the given weapon. | |descr= Forces a unit to fire the given weapon. | ||
{{Feature | | {{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 | |s1= unit [[fire]] muzzle | ||
Line 49: | Line 49: | ||
|p23= mode: [[String]] | |p23= mode: [[String]] | ||
|p24= magazine: [[String]] (Optional) | |p24= magazine: [[String]] - (Optional) | ||
|r2= [[Nothing]] | |r2= [[Nothing]] | ||
Line 59: | Line 59: | ||
|x3= <sqf>_soldier fire ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];</sqf> | |x3= <sqf>_soldier fire ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];</sqf> | ||
|x4= <sqf>player playActionNow "PutDown"; | |x4= <sqf> | ||
player playActionNow "PutDown"; | |||
player selectWeapon "DemoChargeMuzzle"; | player selectWeapon "DemoChargeMuzzle"; | ||
player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; | player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; | ||
player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0];</sqf> | 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]] | |seealso= [[BIS_fnc_fire]] [[doFire]] [[commandFire]] [[canFire]] [[fireAtTarget]] [[forceWeaponFire]] [[commandArtilleryFire]] [[commandSuppressiveFire]] [[doArtilleryFire]] [[doSuppressiveFire]] [[isManualFire]] [[selectWeapon]] [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]] [[:Category:Weapons]] | ||
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<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on 2011-02-25</dd> | <dd class="notedate">Posted on 2011-02-25</dd> | ||
<dt class="note">[[User:kju|kju]]</dt> | <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> | <dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI.</dd> | ||
Line 126: | Line 128: | ||
<dt></dt> | <dt></dt> | ||
<dd class="notedate">Posted on 2014-06-04 - 21:14 (UTC)</dd> | <dd class="notedate">Posted on 2014-06-04 - 21:14 (UTC)</dd> | ||
<dt class="note">[[User: | <dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | ||
<dd class="note"> | <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: | 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"; | <sqf> | ||
_unit playActionNow "PutDown"; | |||
_unit selectWeapon "DirectionalMineRemoteMuzzle"; | _unit selectWeapon "DirectionalMineRemoteMuzzle"; | ||
_unit fire [ | _unit fire [ | ||
Line 135: | Line 138: | ||
"DirectionalMineRemoteMuzzle", | "DirectionalMineRemoteMuzzle", | ||
"ClaymoreDirectionalMine_Remote_Mag" | "ClaymoreDirectionalMine_Remote_Mag" | ||
];</sqf> | ]; | ||
</sqf> | |||
</dd> | </dd> | ||
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