fire
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Description
- Description:
- Forces a unit to fire the given weapon.
- 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:
- 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:
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Unit Control
- Command Group: Weapons
- Scripting Commands: Global Effect