forceWeaponFire: Difference between revisions
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<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | <dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | ||
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[[fireAtTarget]] command can be used to fire gunner weapon in vehicles. A gunner must be present. <code>_veh [[fireAtTarget]] <nowiki>[</nowiki>[[objNull]]];</code> Will fire one shot even if player is gunner. | [[fireAtTarget]] command can be used to force fire gunner weapon in vehicles. A gunner must be present. <code>_veh [[fireAtTarget]] <nowiki>[</nowiki>[[objNull]]];</code> Will fire one shot even if player is gunner. | ||
</dd> | </dd> | ||
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Revision as of 15:58, 3 January 2015
Description
- Description:
- The unit will be forced to fire from the given weapon. The weapon will not fire if firemode passed as parameter is not supported by the weapon. Command must be executed where unit is local.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit forceWeaponFire [weapon, firemode]
- Parameters:
- unit: Object
- [weapon, firemode]: Array
- weapon: String
- firemode: String - Common options are "Single", "Burst", "FullAuto". For the full list of a weapon firemodes:
hint str (getArray (configFile >> "CfgWeapons" >> currentWeapon player >> "modes"));
If modes[] param in config for the weapon says {"this"}, then the same classname as for the weapon param should be used as firemode param. - Return Value:
- Nothing
Examples
- Example 1:
soldierOne forceWeaponFire ["arifle_MX_F", "Single"];
- Example 2:
player forceWeaponFire ["hgun_ACPC2_F", "hgun_ACPC2_F"];
- Example 3:
_unit forceWeaponFire ["HandGrenadeMuzzle","HandGrenadeMuzzle"]; _unit forceWeaponFire ["MiniGrenadeMuzzle","MiniGrenadeMuzzle"]; _unit forceWeaponFire ["HandGrenade_Stone","HandGrenade_Stone"]; _unit forceWeaponFire ["SmokeShellMuzzle","SmokeShellMuzzle"]; _unit forceWeaponFire ["ChemlightGreenMuzzle","ChemlightGreenMuzzle"]; _unit forceWeaponFire ["IRGrenade","IRGrenade"];
Additional Information
- See also:
- currentWeaponcurrentWeaponModefiresetWeaponReloadingTimeselectWeapondoFirecommandFirefireAtTarget
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
Notes
- Posted on August 25, 2013
- Killzone_Kid
- Here is a neat workaround trick for firemode change from a script:
_weapon = currentWeapon player; _ammo = player ammo _weapon; player setAmmo [_weapon, 0]; player forceWeaponFire [_weapon, "FullAuto"]; player setAmmo [_weapon, _ammo];
- Posted on April 14, 2014
- ffur2007slx2_5
- (A3 1.16) forceWeaponFire is no longer only limited to units, but can remote aircrafts weapon firing as well. Passed source unit should be the correct one who controls the weapon, if passed mode is "this", use the weapon name instead:
_weapon = (weapons _veh) select 3; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; (driver _veh) forceWeaponFire [_weapon, _mode]; //Force a CAS fire a rocket.
Currently this command is not available for land vehicle remote fire. - Posted on September 02, 2014
- Benargee
-
Similar to Killzone Kid's note, This fires the units current weapon in its current firemode.
_unit forceWeaponFire [ weaponState _unit select 1, weaponState _unit select 2];
Bottom Section
- Posted on January 3, 2015 - 14:55 (UTC)
- Killzone Kid
-
fireAtTarget command can be used to force fire gunner weapon in vehicles. A gunner must be present.
_veh fireAtTarget [objNull];
Will fire one shot even if player is gunner.