BIS fnc fire: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - " \| *(\[[a-zA-Z,. ]*\] call ('''|\[\[)?BI(N|S)_fnc_[a-zA-Z]+('''|\]\])?) * \|p1=" to " |s1=$1 |p1=") |
Lou Montana (talk | contribs) 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
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