BIS fnc unitPlayFiring: Difference between revisions

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m (Text replacement - " |r1=[[" to " |r1= [[")
m (Text replacement - "code>_([a-zA-Z0-9_]+) = " to "code>private _$1 = ")
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|exec= spawn
|exec= spawn


|x1= <code>_capturedFireData = [[2.135,"GAU8","<NULL-object>"]];
|x1= <code>[[private]] _capturedFireData = [[2.135,"GAU8","<NULL-object>"]];
[ BIS_Vehicle, _capturedData, [[true ]] ] [[spawn]] [[BIS_fnc_unitPlayFiring]];</code>
[ BIS_Vehicle, _capturedData, [[true ]] ] [[spawn]] [[BIS_fnc_unitPlayFiring]];</code>


|seealso= [[BIS_fnc_unitCaptureFiring]], [[BIS_fnc_unitCaptureSimple]], [[BIS_fnc_unitPlaySimple]], [[BIS_fnc_unitCapture]], [[BIS_fnc_unitPlay]]
|seealso= [[BIS_fnc_unitCaptureFiring]], [[BIS_fnc_unitCaptureSimple]], [[BIS_fnc_unitPlaySimple]], [[BIS_fnc_unitCapture]], [[BIS_fnc_unitPlay]]
}}
}}

Revision as of 13:07, 6 May 2022

Hover & click on the images for description

Description

Description:
Plays back input weapon fire data on input unit.
Execution:
spawn
Groups:
Scenes

Syntax

Syntax:
[unit, data, stateIgnore] spawn BIS_fnc_unitPlayFiring
Parameters:
unit: Object - Unit to play weapon fire data on
data: Array - Firing data to use BIS_fnc_unitCaptureFiring
stateIgnore: Boolean - (Optional, default false) Whether to ignore if the Unit is dead and/or cannot move
Return Value:
Script - Script handle

Examples

Example 1:
private _capturedFireData = [[2.135,"GAU8","<NULL-object>"]]; [ BIS_Vehicle, _capturedData, true ] spawn BIS_fnc_unitPlayFiring;

Additional Information

See also:
BIS_fnc_unitCaptureFiringBIS_fnc_unitCaptureSimpleBIS_fnc_unitPlaySimpleBIS_fnc_unitCaptureBIS_fnc_unitPlay

Notes

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