BIS fnc fire: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - " \| *(\[[a-zA-Z,. ]*\] call ('''|\[\[)?BI(N|S)_fnc_[a-zA-Z]+('''|\]\])?) * \|p1=" to " |s1=$1 |p1=")
m (Text replacement - " \| *p([0-9]{1,2}) *= *(.+) * + \| *(\[\[Bool.+) * " to " |p$1=$2 |r1=$3 ")
Line 25: Line 25:
|p3= turret (Optional): [[Array]] - turret path of the turret with given muzzle (vehicles only)
|p3= turret (Optional): [[Array]] - turret path of the turret with given muzzle (vehicles only)


| [[Boolean]] - in SP and on hosted server in MP or [[Nothing]] on client in MP. When boolean, [[true]] if all checks have passed and muzzle should have fired, [[false]] if there was a problem, like:
|r1=[[Boolean]] - in SP and on hosted server in MP or [[Nothing]] on client in MP. When boolean, [[true]] if all checks have passed and muzzle should have fired, [[false]] if there was a problem, like:
* no ammo
* no ammo
* non-existing muzzle
* non-existing muzzle

Revision as of 04:12, 13 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Execution:
call
Multiplayer:
The function is global, it is not to be used in unit fields.
Problems:
unit will not fire its weapon from FFV position. This is due to forceWeaponFire command ignoring units in FFV.
Groups:
WeaponsObject ManipulationCombat

Syntax

Syntax:
[entity, muzzle, turret] call BIS_fnc_fire
Parameters:
entity: Object - unit or vehicle
muzzle: String - muzzle name of the muzzle to fire
turret (Optional): Array - turret path of the turret with given muzzle (vehicles only)
Return Value:
Boolean - in SP and on hosted server in MP or Nothing on client in MP. When boolean, true if all checks have passed and muzzle should have fired, false if there was a problem, like:
  • no ammo
  • non-existing muzzle
  • the muzzle is on a weapon that is not selected
  • the weapon has no unit operating it

Examples

Example 1:
marshall = "B_APC_Wheeled_01_cannon_F" createVehicle position player; createVehicleCrew marshall; [marshall, "HE"] call BIS_fnc_fire; // fires HE muzzle of the main cannon [marshall, "AP"] call BIS_fnc_fire; // fires AP muzzle of the main cannon [marshall, "autocannon_40mm_CTWS"] call BIS_fnc_fire; // fires HE muzzle, because it is default [marshall, "LMG_M200_body"] call BIS_fnc_fire; // fires machine gun [marshall, "SmokeLauncher"] call BIS_fnc_fire; // fires smoke launcher [marshall, "TruckHorn"] call BIS_fnc_fire; // beeps the horn
Example 2:
[bob, "SmokeShellMuzzle"] call BIS_fnc_fire; // bob throws smoke grenade, if he has one [bob, "HandGrenadeMuzzle"] call BIS_fnc_fire; // bob throws hand grenade, if he has one
Example 3:
blackfoot = "B_Heli_Attack_01_dynamicLoadout_F" createVehicle position player; createVehicleCrew blackfoot; [blackfoot, "missiles_DAGR"] call BIS_fnc_fire; // fires missiles [blackfoot, "missiles_ASRAAM"] call BIS_fnc_fire; // fires missiles [blackfoot, "gatling_20mm"] call BIS_fnc_fire; // fires machine gun [blackfoot, "CMFlareLauncher"] call BIS_fnc_fire; // fires chaff
Example 4:
[vehicle mortargunner, "mortar_82mm"] call BIS_fnc_fire; // mortargunner fires mortar

Additional Information

See also:
firefireAtTargetforceWeaponFire

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