canFire: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\[\[Category:Scripting Commands OFP 1.[4-9]{2}(\|(\{\{uc:\{\{PAGENAME\}\}\}\}|#))?\]\] " to "") |
Lou Montana (talk | contribs) m (Text replacement - " <dd class="notedate">" to " <dt><dt> <dd class="notedate">") |
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true even if unit is out of ammo. Only false if gun is damaged. | true even if unit is out of ammo. Only false if gun is damaged. | ||
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<dd class="notedate">Posted on 05:20, 24 August 2008 (CEST)</dd> | <dd class="notedate">Posted on 05:20, 24 August 2008 (CEST)</dd> | ||
<dt class="note">[[User:Canukausiuka|Canukausiuka]]</dt> | <dt class="note">[[User:Canukausiuka|Canukausiuka]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
False if there is no gunner in the vehicle, regardless of damage level. | False if there is no gunner in the vehicle, regardless of damage level. | ||
<dt><dt> | |||
<dd class="notedate">Posted on 07:20, 23 April 2018 (UTC)</dd> | <dd class="notedate">Posted on 07:20, 23 April 2018 (UTC)</dd> | ||
<dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt> | <dt class="note">[[User:Pierre MGI|Pierre MGI]]</dt> |
Revision as of 00:11, 6 April 2021
Description
- Description:
- Description needed
- Groups:
- Weapons
Syntax
- Syntax:
- Syntax needed
- Parameters:
- unitName: Object
- Return Value:
- Return value needed
Examples
Additional Information
- See also:
- canMovecanStandfiredoFirecommandFirefireAtTargetforceWeaponFirecommandArtilleryFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFire
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 07:16, 20 January 2007 (CEST)
- Bdfy
- true even if unit is out of ammo. Only false if gun is damaged.
- Posted on 05:20, 24 August 2008 (CEST)
- Canukausiuka
- False if there is no gunner in the vehicle, regardless of damage level.
- Posted on 07:20, 23 April 2018 (UTC)
- Pierre MGI
- This command seems to have evolved. Returns "true" (on Hunter, Ifrit) even if Gun's damage is set to 1 and turret also, as far there is a gunner. The only way to obtain a canFire "false" is to make the crew disembark (2 burned tires for example). Then no matter the gun state, if the gunner disembarks without order, the vehicle can't fire. In this case: can't move >> can't fire. NB: if you jump into a hunter HMG after having setHitPointDamage(d) "hitTurret" and "hitGun" to 1, the turret can't rotate any more, the gun is pitched down but you can fire (trigger) to the ground. Difficult to check the behavior for each vehicles.