fireAtTarget: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "<!-- Note Section [A-Z]+ --> " to "")
m (Text replacement - "<dl class="command_description"> <dd class="notedate">" to "<dl class="command_description"> <dt></dt> <dd class="notedate">")
Line 28: Line 28:


<dl class="command_description">
<dl class="command_description">
<dt></dt>
<dd class="notedate">Posted on Sep 16, 2010 - 08:17</dd>
<dd class="notedate">Posted on Sep 16, 2010 - 08:17</dd>
<dt class="note">[[User:Dwarden|Dwarden]]<dd class="note">
<dt class="note">[[User:Dwarden|Dwarden]]<dd class="note">

Revision as of 21:42, 5 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Unit ControlWeapons

Syntax

Syntax:
Syntax needed
Parameters:
sourceVehicle: Object - source vehicle to fire from
[targetVehicle, weaponMuzzleName]: Array
targetVehicle: Object - target vehicle to fire at
weaponMuzzleName (Optional): String - weapon muzzle classname, optional parameter
Return Value:
Return value needed

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

See also:
firedoFirecommandFirecanFireforceWeaponFirecommandArtilleryFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFireaimedAtTargetBIS_fnc_fire

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 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
(A3 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: _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: _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 Either Unit or manned aircraft (weapon operator) 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