setWeaponReloadingTime: Difference between revisions

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{{Note
{{Note
|user= kju
|user= .kju
|timestamp= 20120115
|timestamp= 20120115
|text= The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0.
|text= The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0.

Latest revision as of 20:33, 3 May 2024

Hover & click on the images for description

Description

Description:
Sets reloading phase on the given weapon's current ammo round.
This command does not change a weapon's (e.g soldier's rifle) magazine reloading time but changes the ammo reloading state before the next round is shot.
Groups:
Weapons

Syntax

Syntax:
vehicle setWeaponReloadingTime [gunner, muzzleName, reloadTime]
Parameters:
vehicle: Object
gunner: Object - alive and able gunner operating the targeted turret
muzzleName: String - turret's muzzle
reloadTime: Number - in range 0..1 where 0: reload complete, 1: reload started
Return Value:
Boolean - true if given weapon is found

Examples

Example 1:
_success = _vehicle setWeaponReloadingTime [gunner vehicle player, currentMuzzle gunner vehicle player, 0.5];
Example 2:
Boost RPM:
unit addEventHandler ["Fired", { _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; }];

Additional Information

See also:
weaponReloadingTime weapons magazines selectWeapon loadMagazine weaponState reload

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
.kju - c
Posted on Jan 15, 2012 - 00:00 (UTC)
The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0. Or you can delay or stop the reload event indefinitely. The 0-1 range is a percentage - the reload time is taken from the weapons's config value (either reloadTime or magazineReloadTime - not sure). The effect is one time only each - it does not modify the weapon's general reload time.

Works also for infantry weapons - probably useful weapons with longer reload time like sniper weapons or launchers: player setWeaponReloadingTime [player,currentWeapon player,0]; No idea what's point of the return value.
Demellion - c
Posted on May 14, 2017 - 00:00 (UTC)
Note that setWeaponReloadingTime is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:
player addEventHandler ["FiredMan", { params ["", "_weapon", "_muzzle"]; private _type = _weapon call BIS_fnc_itemType; private _time = -1; switch (_type select 1) do { case "SniperRifle" : {_time = 0.5}; case "AssaultRifle" : {}; case "Handgun" : {}; case "Rifle" : {}; case "SubmachineGun" : {}; case "MachineGun" : {}; case "Mortar" : {}; case "GrenadeLauncher" : {}; case "BombLauncher" : {}; case "MissileLauncher" : {}; case "RocketLauncher" : {}; case "Cannon" : {}; case "Throw" : {}; }; if (_time isEqualTo -1) exitWith {}; (vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time]; }];
This Event Handler makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit BIS_fnc_itemType.