BIS fnc fire: Difference between revisions

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m (Text replacement - "\|gr([0-9]+) = " to "|gr$1= ")
m (Text replacement - " \| *(\[[a-zA-Z,. ]*\] call ('''|\[\[)?BI(N|S)_fnc_[a-zA-Z]+('''|\]\])?) * \|p1=" to " |s1=$1 |p1=")
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|pr= unit will not fire its weapon from FFV position. This is due to [[forceWeaponFire]] command ignoring units in FFV.
|pr= unit will not fire its weapon from FFV position. This is due to [[forceWeaponFire]] command ignoring units in FFV.


| [entity, muzzle, turret] call [[BIS_fnc_fire]]
|s1=[entity, muzzle, turret] call [[BIS_fnc_fire]]
 
|p1= entity: [[Object]] - unit or vehicle
|p1= entity: [[Object]] - unit or vehicle
|p2= muzzle: [[String]] -  muzzle name of the muzzle to fire
|p2= muzzle: [[String]] -  muzzle name of the muzzle to fire

Revision as of 17:02, 12 June 2021

Hover & click on the images for description

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:
Return value needed

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

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