fireAtTarget: Difference between revisions
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! Target | ! Target | ||
! Behavior | ! Behavior | ||
! Workaround templets | |||
|- | |- | ||
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| N/A | | N/A | ||
| Fired aiming at air for infantry rifle | | Fired aiming at air for infantry rifle | ||
| Together with [[selectWeapon]], | |||
suggested to work with "throw","put" weapon type | |||
for infantry, or vehicle entity indeed. | |||
|- | |- | ||
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| Any object | | Any object | ||
| Normal shoot, won’t aim at target automatically | | Normal shoot, won’t aim at target automatically | ||
| _veh doWatch _target; | |||
waitUntil {_veh aimedAtTarget [_target] > 0}; | |||
_veh fireAtTarget [_target]; | |||
|- | |- | ||
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| N/A | | N/A | ||
| Normal shoot, can change fire mode | | Normal shoot, can change fire mode | ||
| //E.g. unit won't shoot until he is facing the target. | |||
_unit dowatch _tar; | |||
waituntil { | |||
_dir = direction _unit; | |||
_relative = [_unit,_tar] call BIS_fnc_relativeDirTo; | |||
if (_dir == _relative) exitwith { | |||
_unit forceweaponfire [currentweapon _unit,"single"]; | |||
}; | |||
false | |||
}; | |||
|- | |- | ||
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| Either unit or vehicle | | Either unit or vehicle | ||
| automatic aiming and shooting | | automatic aiming and shooting | ||
| No special example. | |||
|- | |- | ||
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| Either unit or vehicle | | Either unit or vehicle | ||
| automatic aiming and shooting | | automatic aiming and shooting | ||
| No special example. | |||
|- | |- | ||
| action [ | | [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]] | ||
| Either unit or manned vehicle | | Either unit or manned vehicle | ||
| N/A | | N/A | ||
| unexpected behavior | | unexpected behavior | ||
| N/A | |||
|} | |} |
Revision as of 15:38, 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 Workaround templets fire Either Unit or manned vehicle N/A Fired aiming at air for infantry rifle Together with selectWeapon, suggested to work with "throw","put" weapon type for infantry, or vehicle entity indeed.
fireAtTarget Manned vehicle only Any object Normal shoot, won’t aim at target automatically _veh doWatch _target; waitUntil {_veh aimedAtTarget [_target] > 0}; _veh fireAtTarget [_target];
forceWeaponFire Unit only N/A Normal shoot, can change fire mode //E.g. unit won't shoot until he is facing the target. _unit dowatch _tar; waituntil { _dir = direction _unit; _relative = [_unit,_tar] call BIS_fnc_relativeDirTo; if (_dir == _relative) exitwith { _unit forceweaponfire [currentweapon _unit,"single"]; }; false };
doFire Unit only Either unit or vehicle automatic aiming and shooting No special example. commandFire Unit only Either unit or vehicle automatic aiming and shooting No special example. action ["UseWeapon"] Either unit or manned vehicle N/A unexpected behavior N/A
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