commandArtilleryFire: Difference between revisions

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| arma3

Revision as of 23:06, 22 January 2021

Hover & click on the images for description

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:
Return value needed

Examples

Example 1:
Mortar commandArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3];

Additional Information

See also:
See also needed

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 - 14:28 (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 commandArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 10]; will only fire 8 rounds instead of 10.

Similarly, _mortar commandArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 7]; // First burst sleep 20; // Wait until first burst has been fired _mortar commandArtilleryFire [_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.