canFire: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|version2= 1.00


|arg= global |= Arguments in MP
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Returns if the given vehicle is still able to fire. This command checks only the damage value, not the ammo! |= Description
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| [[Boolean]] <nowiki>=</nowiki> '''canFire''' unitName|= Syntax
|game5= arma2oa
|version5= 1.50


|p1= unitName: [[Object]] |= Parameter 1
|game6= tkoh
|version6= 1.00


| [[Boolean]] - 
|game7= arma3
true if it's still able to fire, false if not |= Return value
|version7= 0.50
____________________________________________________________________________________________
 
|x1= <pre>?!(canFire _tank) : player sideChat "Tank disabled!"</pre> |= Example 1
____________________________________________________________________________________________


| [[canMove]], [[canStand]] |= See also
|arg= global


|gr1= Weapons
|descr= 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 &ge; 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.
|s1= [[canFire]] unitName
|p1= unitName: [[Object]]
|r1= [[Boolean]] - [[true]] if able to fire
|x1= <sqf>
if (not canFire _tank) then
{
player sideChat "Tank disabled!";
};
</sqf>
|seealso= [[canMove]] [[canStand]] [[fire]] [[doFire]] [[commandFire]] [[fireAtTarget]] [[forceWeaponFire]] [[commandArtilleryFire]] [[commandSuppressiveFire]] [[doArtilleryFire]] [[doSuppressiveFire]] [[isManualFire]]
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
 
<dt></dt>
<dd class="notedate">Posted on 07:16, 20 January 2007 (CEST)</dd>
<dt class="note">[[User:Bdfy|Bdfy]]</dt>
<dd class="note">
true even if unit is out of ammo. Only false if gun is damaged.  
true even if unit is out of ammo. Only false if gun is damaged.  
<!-- Note Section END --><br>
<dt><dt>
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on 05:20, 24 August 2008 (CEST)</dd>
False if there is no gunner in the vehicle, regardless of damage level. --[[User:Canukausiuka|Canukausiuka]] 05:20, 24 August 2008 (CEST)
<dt class="note">[[User:Canukausiuka|Canukausiuka]]</dt>
<!-- Note Section END --></dl>
<dd class="note">
 
False if there is no gunner in the vehicle, regardless of damage level.
<h3 style="display:none">Bottom Section</h3>
<dt><dt>
 
<dd class="notedate">Posted on 07:20, 23 April 2018 (UTC)</dd>
[[Category:Scripting Commands|CANFIRE]]
<dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt>
[[Category:Scripting Commands OFP 1.99|CANFIRE]]
<dd class="note">
[[Category:Scripting Commands OFP 1.96|CANFIRE]]
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.
[[Category:Scripting Commands OFP 1.46|CANFIRE]]
NB: if you jump into a hunter HMG after having [[setHitPointDamage]](d) "hitTurret" and "hitGun"  to 1, the turret can't rotate any more, the gun is pitched down but you can fire (trigger) to the ground. Difficult to check the behavior for each vehicles.</dl>
[[Category:Scripting Commands ArmA|CANFIRE]]
[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]

Latest revision as of 11:28, 3 September 2024

Hover & click on the images for description

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:
Weapons

Syntax

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

Examples

Example 1:
if (not canFire _tank) then { player sideChat "Tank disabled!"; };

Additional Information

See also:
canMove canStand fire doFire commandFire fireAtTarget forceWeaponFire commandArtilleryFire commandSuppressiveFire doArtilleryFire doSuppressiveFire isManualFire

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 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. NB: if you jump into a hunter HMG after having setHitPointDamage(d) "hitTurret" and "hitGun" to 1, the turret can't rotate any more, the gun is pitched down but you can fire (trigger) to the ground. Difficult to check the behavior for each vehicles.