Difference between revisions of "fire"

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m (template:command argument fix)
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|1.00|= Game version
 
|1.00|= Game version
  
|arg= global |= Arguments in MP
+
|arg= local |= Arguments in MP
  
 
|eff= global |= Effects in MP
 
|eff= global |= Effects in MP
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
| Forces a unit to fire the given weapon. |= Description
+
| Forces a unit to fire the given weapon.
 +
<br/>'''NOTE:''' 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 [[fire]] command where unit is also [[local]]. See also: [[BIS_fnc_fire]] |DESCRIPTION=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
| unit '''fire''' weapon |= Syntax
+
| unit '''fire''' muzzle |SYNTAX=
|p1= unit: [[Object]] - unit that's supposed to fire |= Parameter 1
+
|p1= unit: [[Object]] - unit that's supposed to fire |PARAMETER1=
|p2= weapon: [[String]] - name of the weapon to be fired |= Parameter 2
+
|p2= muzzle: [[String]] - name of the muzzle to be fired |PARAMETER2=
| [[Nothing]] |= Return value
+
| [[Nothing]] |RETURNVALUE=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
|s2 = unit '''fire''' array |= Syntax
+
|s2 = unit '''fire''' [muzzle, mode, magazine]|SYNTAX=
 
|p21 = unit: [[Object]]
 
|p21 = unit: [[Object]]
|p22 = array: [[Array]] - in format [muzzle, mode, magazine] or [muzzle, mode].
+
|p22 = [muzzle, mode, magazine]: [[Array]]
|r2 = [[Nothing]] |= Return value
+
|p23 = muzzle: [[String]]
 +
|p24 = mode: [[String]]
 +
|p25 = magazine: [[String]] (Optional)
 +
|r2 = [[Nothing]] |RETURNVALUE=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
 
   
 
   
|x1= <code>soldier fire "M16"</code> |= Example 1
+
|x1= <code>_soldier [[fire]] "M16";</code> |EXAMPLE1=
|x2= <code>soldier fire ["throw","SmokeShell","SmokeShell"]</code> |= Example 2
+
|x2= <code>_soldier [[fire]] "SmokeShellMuzzle";</code> |EXAMPLE2=
 +
|x3= <code>_soldier [[fire]] ["SmokeShellMuzzle","SmokeShellMuzzle","SmokeShell"];</code> |EXAMPLE3=
 +
 
 +
|x4= <code>[[player]] [[playActionNow]] "PutDown";
 +
[[player]] [[selectWeapon]] "DemoChargeMuzzle";
 +
[[player]] [[fire]] ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"];
 +
[[player]] [[setWeaponReloadingTime]] <nowiki>[</nowiki>[[player]], "DemoChargeMuzzle", 0];</code> |EXAMPLE4=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
| [[:Category:Weapons]]<br /> [[doFire]], [[commandFire]] |= See also
+
| [[doFire]], [[commandFire]], [[canFire]], [[fireAtTarget]], [[forceWeaponFire]], [[commandArtilleryFire]], [[commandSuppressiveFire]], [[doArtilleryFire]], [[doSuppressiveFire]], [[isManualFire]], [[selectWeapon]], [[ArmA:_Actions#USEWEAPON|action ["UseWeapon"]]][[BIS_fnc_fire]], [[:Category:Weapons]] |SEEALSO=
  
 
}}
 
}}
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<dl class="command_description">
 
<dl class="command_description">
 
<!-- Note Section BEGIN -->
 
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on August 17, 2006 - 08:18</dd>
+
<dd class="notedate">Posted on August 17, 2006
<dt class="note">'''[[User:Str|Str]]'''</dt><dd class="note">Sometimes AI won't shoot when you use this command. It can be fixed by placing [[selectWeapon]] command before it.</dd>
+
<dt class="note">'''[[User:Str|Str]]'''
 
+
<dd class="note">Sometimes AI won't shoot when you use this command. It can be fixed by placing [[selectWeapon]] command before it.
<dt class="note">'''[[User:Ceeeb|Ceeeb]]'''</dt>
+
<dd class="notedate">Posted on February 2, 2007
 +
<dt class="note">'''[[User:Ceeeb|Ceeeb]]'''
 
<dd class="note">
 
<dd class="note">
In '''OFP v1.96''', satchels and mines are placed by firing the weapon "put".
+
In '''OFP v1.96''', when a [[Operation_Flashpoint:_CfgVehicles#Man_Class_Vehicles|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.
</dd>
+
<dd class="notedate">Posted on January 20, 2007
<dt class="note">'''[[User:Ceeeb|Ceeeb]]'''</dt>
+
<dt class="note">'''[[User:Bdfy|Bdfy]]'''
 +
<dd class="note">In '''ArmA v1.02''', this command is not working with weapons in the secondary turrets (like "DSHKM" in t72)
 +
<dd class="notedate">Posted on Jan 15, 2008
 +
<dt class="note">'''[[User:Kronzky|Kronzky]]'''
 
<dd class="note">
 
<dd class="note">
In '''OFP v1.96''', when a [[Operation_Flashpoint:_CfgVehicles#Man_Class_Vehicles|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.
+
To place a satchel (pipebomb) the syntax is:<br>
</dd>
+
'''OFP''': unitname Fire ["put", "pipebomb"]<br>
 
+
'''ArmA''': unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];<br>
<dd class="notedate">Posted on January 20, 2007</dd>
+
''The triggering is done via a "[[Armed_Assault:_Actions_List#TOUCHOFF|TOUCHOFF]]" action.''
<dt class="note">'''[[User:bdfy|bdfy]]'''</dt><dd class="note">In '''ArmA v1.02''', this command is not working with weapons in the secondary turrets (like "DSHKM" in t72)</dd>
+
<dd class="notedate">Posted on March 18, 2010
<dd class="notedate">Posted on February 20, 2007</dd>
+
<dt class="note">'''[[User:Mr.g-c|Mr.g-c]]'''
<dt class="note">'''[[User:Boecko|Boecko]]'''</dt><dd class="note">in '''ArmA''' the syntax for placing satchel '''is not''':
+
<dd class="note">In Arma2 AI will automatically shoot straight up. Command seems to be broken.
unitname Fire ["put", "pipebomb"];
+
<dd class="notedate">Posted on November 24, 2010
The '''right syntax''' is
+
<dt class="note">'''[[User:Mikhail|Mikhail]]'''
unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];
+
<dd class="note">Command is broken - confirmed. Use action [[ArmA:_Actions#USEWEAPON|"USEWEAPON"]] instead.
</dd>
+
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];'''
 +
<dd class="notedate">Posted on Feburary 25, 2011
 +
<dt class="note">'''[[User:kju|kju]]'''
 +
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI.
 +
<dd class="notedate">Posted on April 06, 2012
 +
<dt class="note">'''[[User:Max Power|Max Power]]'''
 +
<dd class="note">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.
 +
<dd class="notedate">Posted on Feburary 16, 2013
 +
<dt class="note">'''[[User:hcpookie|hcpookie]]'''
 +
<dd class="note">Command did not work with ACR 1.62.  Used [[fireAtTarget]] instead.
 
<!-- Note Section END -->
 
<!-- Note Section END -->
  
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<h3 style="display:none">Bottom Section</h3>
 
<h3 style="display:none">Bottom Section</h3>
 
[[Category:Scripting Commands|FIRE]]
 
[[Category:Scripting Commands|FIRE]]
 +
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands OFP 1.96|FIRE]]
 
[[Category:Scripting Commands OFP 1.96|FIRE]]
 
[[Category:Scripting Commands OFP 1.46|FIRE]]
 
[[Category:Scripting Commands OFP 1.46|FIRE]]
 
[[Category:Scripting Commands ArmA|FIRE ]]
 
[[Category:Scripting Commands ArmA|FIRE ]]
 +
[[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Command_Group:_Weapons|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
 +
 +
<!-- CONTINUE Notes -->
 +
<dl class="command_description">
 +
<dd class="notedate">Posted on June 4, 2014 - 21:14 (UTC)</dd>
 +
<dt class="note">'''[[User:Killzone Kid|Killzone Kid]]'''</dt>
 +
<dd class="note">
 +
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:<br><code>_unit [[playActionNow]] "PutDown";
 +
_unit [[selectWeapon]] "DirectionalMineRemoteMuzzle";
 +
_unit [[fire]] [
 +
    "DirectionalMineRemoteMuzzle",
 +
    "DirectionalMineRemoteMuzzle",
 +
    "ClaymoreDirectionalMine_Remote_Mag"
 +
];</code>
 +
</dd>
 +
</dl>
 +
 +
<!-- CONTINUE Notes -->
 +
<dl class="command_description">
 +
<dd class="notedate">Posted on November 25th, 2017
 +
<dt class="note">'''[[User:SteveStevenson|Steve]]'''
 +
<dd class="note">
 +
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: <br><code>[_soldier, "SmokeShellGreenMuzzle"] call BIS_fnc_fire;</code></dt>
 +
</dd>
 +
 +
</dl>
 +
<!-- DISCONTINUE Notes -->

Revision as of 15:39, 7 April 2019

Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Forces a unit to fire the given weapon.
NOTE: 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 fire command where unit is also local. See also: BIS_fnc_fire

Syntax

Syntax:
unit fire muzzle
Parameters:
unit: Object - unit that's 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, mode, magazine]: Array
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","SmokeShell"];
Example 4:
player playActionNow "PutDown"; player selectWeapon "DemoChargeMuzzle"; player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0];

Additional Information

Multiplayer:
-
See also:
doFirecommandFirecanFirefireAtTargetforceWeaponFirecommandArtilleryFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFireselectWeaponaction ["UseWeapon"], BIS_fnc_fireCategory:Weapons

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on August 17, 2006
Str
Sometimes AI won't shoot when you use this command. It can be fixed by placing selectWeapon command before it.
Posted on February 2, 2007
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 January 20, 2007
Bdfy
In ArmA v1.02, this command is not working with weapons in the secondary turrets (like "DSHKM" in t72)
Posted on Jan 15, 2008
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 March 18, 2010
Mr.g-c
In Arma2 AI will automatically shoot straight up. Command seems to be broken.
Posted on November 24, 2010
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 Feburary 25, 2011
kju
Command works just fine in A2/OA. Make sure to execute it on local AI.
Posted on April 06, 2012
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 Feburary 16, 2013
hcpookie
Command did not work with ACR 1.62. Used fireAtTarget instead.

Bottom Section

Posted on June 4, 2014 - 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 November 25th, 2017
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;