fire

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Hover & click on the images for description

Description

Description:
Forces a unit to fire the given weapon.
Just like with forceWeaponFire it is possible to pass remote unit as argument, but this could be unreliable. Considering this command might need to be used in combination with selectWeapon, which takes only local arguments, it would make sense to execute the fire command where the unit is local as well.
Groups:
Unit ControlWeapons

Syntax

Syntax:
unit fire muzzle
Parameters:
unit: Object - unit that is supposed to fire
muzzle: String - name of the muzzle to be fired
Return Value:
Nothing

Alternative Syntax

Syntax:
unit fire [muzzle, mode, magazine]
Parameters:
unit: Object
muzzle: String
mode: String
magazine: String - (Optional)
Return Value:
Nothing

Examples

Example 1:
_soldier fire "M16";
Example 2:
_soldier fire "SmokeShellMuzzle";
Example 3:
_soldier fire ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];
Example 4:
player playActionNow "PutDown"; player selectWeapon "DemoChargeMuzzle"; player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0];

Additional Information

See also:
BIS_fnc_fire doFire commandFire canFire fireAtTarget forceWeaponFire commandArtilleryFire commandSuppressiveFire doArtilleryFire doSuppressiveFire isManualFire selectWeapon action ["UseWeapon"] Category:Weapons

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 2006-08-17
Str
Sometimes AI won't shoot when you use this command. It can be fixed by placing selectWeapon command before it.
Posted on 2007-02-02
Ceeeb
In OFP v1.96, when a man class unit is given this command, he will aim up in the air before firing his weapon. This makes it rather useless if you want to make him shoot a target. It does work with vehicles, when the vehicle is first given a doWatch or doTarget command.
Posted on 2007-01-20
Bdfy
In ArmA v1.02, this command is not working with weapons in the secondary turrets (like "DSHKM" in T-72)
Posted on 2008-01-15
Kronzky
To place a satchel (pipebomb) the syntax is:
OFP: unitname Fire ["put", "pipebomb"]
ArmA: unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];
The triggering is done via a "TOUCHOFF" action.
Posted on 2010-03-18
Mr.g-c
In Arma 2, AI will automatically shoot straight up. Command seems to be broken.
Posted on 2010-11-24
Mikhail
Command is broken - confirmed. Use action "USEWEAPON" instead. Place a game logic in the editor. Name it MyGameLogic. Use this code to make unit1 fire his primaryweapon:
MyGameLogic action ["useWeapon", primaryWeapon unit1, unit1, 0];
Posted on 2011-02-25
.kju
Command works just fine in A2/OA. Make sure to execute it on local AI.
Posted on 2012-04-06
Max Power
If it did work at one time, it does no longer. The AI (or player) is forced to look upwards or reacts to a massive recoil force before getting his shot off.
Posted on 2013-02-16
hcpookie
Command did not work with Arma 2:ACR v1.62. Use fireAtTarget instead.
Posted on 2014-06-04 - 21:14 (UTC)
Killzone_Kid
In Arma 3 in order for AI to place Claymore, for example, it is necessary to execute 3 statements - an animation, weapon select and the actual fire command. Animation is most likely for forcing unit to leave rest state, weapon select and fire kinda both go together anyway:
_unit playActionNow "PutDown"; _unit selectWeapon "DirectionalMineRemoteMuzzle"; _unit fire [ "DirectionalMineRemoteMuzzle", "DirectionalMineRemoteMuzzle", "ClaymoreDirectionalMine_Remote_Mag" ];
Posted on 2017-11-25
Steve
In Arma 3, as of version 1.76, examples 2 and 3 in the section above for smoke grenades are no longer working. As a workaround (throwing green smoke grenades for example), you can use:
[_soldier, "SmokeShellGreenMuzzle"] call BIS_fnc_fire;