forceWeaponFire: Difference between revisions
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[[player]] [[forceWeaponFire]] [_weapon, "FullAuto"]; | [[player]] [[forceWeaponFire]] [_weapon, "FullAuto"]; | ||
[[player]] [[setAmmo]] [_weapon, _ammo];</code> | [[player]] [[setAmmo]] [_weapon, _ammo];</code> | ||
<dd class="notedate">Posted on Apr 14, 2014 | |||
<dt class="note">'''[[User:ffur2007slx2_5|ffur2007slx2_5]]''' | |||
<dd class="note">In ArmA3 ver 1.16 [[forceWeaponFire]] is no longer only limited to units, but can remote air crafts weapon firing as well. Passed source unit should be the correct one who controls the weapon, available weapon type is non-guided ammunition. E.g. | |||
<code> | |||
_weapon = (weapons _veh) select 3; | |||
_mode = (getarray (configfile >> "cfgweapons" >> _weapon >> "modes")) select 0; | |||
(driver _veh) forceWeaponFire [_weapon, _mode]; | |||
//Force a CAS fire a rocket. | |||
</code> | |||
Currently this command is not available for land vehicle remote fire. | |||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 15:04, 14 April 2014
Description
- Description:
- The unit will be forced to fire from the given weapon. The weapon will not fire if firemode passed as parameter is not supported by the weapon. Command must be executed where unit is local.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit forceWeaponFire [weapon, firemode]
- Parameters:
- unit: Object
- [weapon, firemode]: Array
- weapon: String
- firemode: String - Possible options are "Single", "Burst" and "FullAuto".
- Return Value:
- Nothing
Examples
- Example 1:
soldierOne forceWeaponFire ["arifle_MX_F", "Single"];
- Example 2:
_unit forceWeaponFire ["HandGrenadeMuzzle","HandGrenadeMuzzle"]; _unit forceWeaponFire ["MiniGrenadeMuzzle","MiniGrenadeMuzzle"]; _unit forceWeaponFire ["HandGrenade_Stone","HandGrenade_Stone"]; _unit forceWeaponFire ["SmokeShellMuzzle","SmokeShellMuzzle"]; _unit forceWeaponFire ["ChemlightGreenMuzzle","ChemlightGreenMuzzle"]; _unit forceWeaponFire ["IRGrenade","IRGrenade"];
Additional Information
- See also:
- currentWeaponcurrentWeaponModefiresetWeaponReloadingTimeselectWeapondoFirecommandFirefireAtTarget
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 August 25, 2013
- Killzone_Kid
- Here is a neat workaround trick for firemode change from a script:
_weapon = currentWeapon player; _ammo = player ammo _weapon; player setAmmo [_weapon, 0]; player forceWeaponFire [_weapon, "FullAuto"]; player setAmmo [_weapon, _ammo];
- Posted on Apr 14, 2014
- ffur2007slx2_5
- In ArmA3 ver 1.16 forceWeaponFire is no longer only limited to units, but can remote air crafts weapon firing as well. Passed source unit should be the correct one who controls the weapon, available weapon type is non-guided ammunition. E.g.
_weapon = (weapons _veh) select 3; _mode = (getarray (configfile >> "cfgweapons" >> _weapon >> "modes")) select 0; (driver _veh) forceWeaponFire [_weapon, _mode]; //Force a CAS fire a rocket.
Currently this command is not available for land vehicle remote fire.