doArtilleryFire: Difference between revisions
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|seealso= [[commandArtilleryFire]], [[getArtilleryAmmo]], [[getArtilleryETA]], [[enableEngineArtillery]], [[getArtilleryComputerSettings]], [[shownArtilleryComputer]], [[inRangeOfArtillery]], [[fire]], [[doFire]], [[commandFire]], [[canFire]], [[fireAtTarget]], [[forceWeaponFire]], [[commandSuppressiveFire]], [[doSuppressiveFire]], [[isManualFire]] | |seealso= [[commandArtilleryFire]], [[getArtilleryAmmo]], [[getArtilleryETA]], [[enableEngineArtillery]], [[getArtilleryComputerSettings]], [[shownArtilleryComputer]], [[inRangeOfArtillery]], [[fire]], [[doFire]], [[commandFire]], [[canFire]], [[fireAtTarget]], [[forceWeaponFire]], [[commandSuppressiveFire]], [[doSuppressiveFire]], [[isManualFire]] | ||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> |
Revision as of 22:59, 10 June 2021
Description
- Description:
- Description needed
- Problems:
- The unit will fire a burst even if the rounds parameter is 0 or a negative number.
- Groups:
- Artillery
Syntax
- Syntax:
- Syntax needed
- Parameters:
- unit: Object
- position: Position
- type: String - Magazine class name from CfgMagazines (case sensitive).
- rounds: Number
- Return Value:
- Nothing
Examples
- Example 1:
Mortar doArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3];
Additional Information
- See also:
- commandArtilleryFiregetArtilleryAmmogetArtilleryETAenableEngineArtillerygetArtilleryComputerSettingsshownArtilleryComputerinRangeOfArtilleryfiredoFirecommandFirecanFirefireAtTargetforceWeaponFirecommandSuppressiveFiredoSuppressiveFireisManualFire
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 April 18, 2020 - 14:26 (UTC)
- ansin11
-
Arma 3 (1.98.146303): This command can not fire bursts consisting of more rounds than the given magazine type holds, even if there are several magazines of the same type available. The fire mission issued by this command ends once the artillery unit has to reload.
Example:
The Mk6 Mortar comes with four "8Rnd_82mm_Mo_shells" magazines, giving it a total of 32 HE shells. However,_mortar doArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 10];
will only fire 8 rounds instead of 10.
Similarly,_mortar doArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 7]; // First burst sleep 20; // Wait until first burst has been fired _mortar doArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 2]; // Second burst
will only fire 8 rounds total instead of 9; the second round of the second burst is never fired because the artillery unit has to reload after the first round of the second burst.