fireAtTarget: Difference between revisions
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| [[fire]], [[laserTarget]] |= See also | | [[fire]], [[laserTarget]], [[forceWeaponFire]], [[doFire]], [[commandFire]], [[aimedAtTarget]] |= See also | ||
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<dd class="notedate">Posted on Apr 8, 2014 - 16:50 | <dd class="notedate">Posted on Apr 8, 2014 - 16:50 | ||
<dt class="note">'''[[User:ffur2007slx2_5|ffur2007slx2_5]]'''<dd class="note"> | <dt class="note">'''[[User:ffur2007slx2_5|ffur2007slx2_5]]'''<dd class="note"> | ||
In ArmA3 ver 1.14 Source vehicle is only limited to manned vehicle while any other types won’t be able to active [[fireAtTarget]] | In ArmA3 ver 1.14 Source vehicle is only limited to manned vehicle while any other types won’t be able to active [[fireAtTarget]] handle, e.g. | ||
<code> | <code> | ||
_handle = _InfantryUnit fireAtTarget [_Infnatrytarget,(weapons _Infantryunit select 0)]; | |||
//false & no bullet shoot | //false & no bullet shoot | ||
</code> | </code> | ||
Target has no limitation and can be any object, e.g. | Target has no limitation and can be any object, e.g. | ||
<code> | <code> | ||
_handle = (vehicle _veh) fireAtTarget [ObjNull,(weapons (vehicle _veh) select 0)]; | |||
//true & a bullet shoot | //true & a bullet shoot | ||
</code> | </code> | ||
Handle returns false if weapon class name is inaccurate, e.g. | |||
<code> | <code> | ||
_Handle = (vehicle _veh) fireAtTarget [ObjNull,”UnknownWeapon”]; | _Handle = (vehicle _veh) fireAtTarget [ObjNull,”UnknownWeapon”]; | ||
//false & no bullet shoot. | //false & no bullet shoot. | ||
</code> | </code> | ||
Handle still returns true even though the vehicle is unavailable to shoot any bullet, e.g. | |||
<code> | <code> | ||
_weapon = weapons (vehicle _veh) select 0; | _weapon = weapons (vehicle _veh) select 0; |
Revision as of 10:13, 8 April 2014
Description
- Description:
- Remotely forces a unit to fire the given weapon.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Script = sourceVehicle fireAtTarget [targetVehicle,weaponClassName]
- Parameters:
- sourceVehicle: Object - source vehicle to fire from
- targetVehicle: Object - target vehicle to fire at
- WeaponClassName: String - weapon classname, optional parameter
- Return Value:
- Script - script handle, which can be used to determine (via scriptDone) when the called script has finished.
Examples
- Example 1:
_handle = this fireAtTarget [groundtarget1,"HellfireLauncher"];
- Example 2:
_handle = Igla_AA_pod_TK_EP1 fireAtTarget [_helicopter,currentweapon Igla_AA_pod_TK_EP1];
- Example 3:
_handle = Igla_AA_pod_TK_EP1 fireAtTarget [helicopter];
Additional Information
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
Notes
- Posted on Sep 16, 2010 - 08:17
- Dwarden
- Most likely only for missiles and for interaction with player only.
- Posted on Apr 8, 2014 - 16:50
- ffur2007slx2_5
-
In ArmA3 ver 1.14 Source vehicle is only limited to manned vehicle while any other types won’t be able to active fireAtTarget handle, e.g.
_handle = _InfantryUnit fireAtTarget [_Infnatrytarget,(weapons _Infantryunit select 0)]; //false & no bullet shoot
Target has no limitation and can be any object, e.g._handle = (vehicle _veh) fireAtTarget [ObjNull,(weapons (vehicle _veh) select 0)]; //true & a bullet shoot
Handle returns false if weapon class name is inaccurate, e.g._Handle = (vehicle _veh) fireAtTarget [ObjNull,”UnknownWeapon”]; //false & no bullet shoot.
Handle still returns true even though the vehicle is unavailable to shoot any bullet, e.g._weapon = weapons (vehicle _veh) select 0; (vehicle _veh) setAmmo [_weapon,0]; _Handle = (vehicle _veh) fireAtTarget [ObjNull,_weapon]; //true & no bullet shoot
difference
command Source Target Behavior fire Unit only N/A Fired aiming at air fireAtTarget Manned vehicle only Any object Normal shoot, won’t aim at target automatically forceWeaponFire Unit only N/A Normal shoot, can change fire mode doFire Unit only Either unit or vehicle automatic aiming and shooting commandFire Unit only Either unit or vehicle automatic aiming and shooting action [“useweapon”] Either unit or vehicle N/A unexpected behavior
Bottom Section
Categories:
- Scripting Commands
- Introduced with Arma 2: Operation Arrowhead version 1.51
- Arma 2: Operation Arrowhead: New Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Command Group: Uncategorised
- ArmA 2 OA: New Scripting Commands List
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters