Difference between revisions of "fire"
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Lou Montana (talk | contribs) m (Text replacement - "[[Category:Scripting Commands ArmA|" to "[[Category:Scripting Commands Armed Assault|") |
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− | {{Command|= | + | {{Command|Comments= |
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− | | ofp | | + | | ofp |Game name= |
− | |1.00| | + | |1.00|Game version= |
− | |arg= | + | |arg= local |Multiplayer Arguments= |
− | |eff= global |= | + | |eff= global |Multiplayer Effects= |
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− | | Forces a unit to fire the given weapon. |= | + | | Forces a unit to fire the given weapon. See also: [[BIS_fnc_fire]].<br> |
+ | {{Informative | 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]].}} |DESCRIPTION= | ||
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− | | unit | + | | unit [[fire]] muzzle |SYNTAX= |
− | |p1= unit: [[Object]] - unit that | + | |
− | |p2= | + | |p1= unit: [[Object]] - unit that is supposed to fire |PARAMETER1= |
− | | [[Nothing]] |= | + | |
+ | |p2= muzzle: [[String]] - name of the muzzle to be fired |PARAMETER2= | ||
+ | |||
+ | | [[Nothing]] |RETURNVALUE= | ||
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− | |s2 = unit | + | |s2 = unit [[fire]] [muzzle, mode, magazine] |SYNTAX2= |
− | |p21 = unit: [[Object]] | + | |p21= unit: [[Object]] |
− | |p22 = | + | |p22= [muzzle, mode, magazine]: [[Array]] |
− | |r2 = [[Nothing]] |= | + | |p23= muzzle: [[String]] |
+ | |p24= mode: [[String]] | ||
+ | |p25= magazine: [[String]] (Optional) | ||
+ | |r2= [[Nothing]] |RETURNVALUE2= | ||
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− | |x1= <code> | + | |x1= <code>_soldier [[fire]] "M16";</code> |EXAMPLE1= |
− | |x2= <code> | + | |x2= <code>_soldier [[fire]] "SmokeShellMuzzle";</code> |EXAMPLE2= |
+ | |x3= <code>_soldier [[fire]] ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];</code> |EXAMPLE3= | ||
+ | |||
+ | |x4= <code>[[player]] [[playActionNow]] "PutDown"; | ||
+ | [[player]] [[selectWeapon]] "DemoChargeMuzzle"; | ||
+ | [[player]] [[fire]] ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; | ||
+ | [[player]] [[setWeaponReloadingTime]] [<nowiki/>[[player]], "DemoChargeMuzzle", 0];</code> |EXAMPLE4= | ||
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− | | [[: | + | | [[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 | + | <dd class="notedate">Posted on August 17, 2006 |
− | <dt class="note"> | + | <dt class="note">[[User:Str|Str]] |
− | <dd class="notedate">Posted on January | + | <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: | + | |
+ | <dd class="notedate">Posted on February 2, 2007 | ||
+ | <dt class="note">[[User:Ceeeb|Ceeeb]] | ||
+ | <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. | ||
+ | |||
+ | <dd class="notedate">Posted on January 20, 2007 | ||
+ | <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 T-72) | ||
+ | |||
+ | <dd class="notedate">Posted on Jan 15, 2008 | ||
+ | <dt class="note">[[User:Kronzky|Kronzky]] | ||
+ | <dd class="note"> | ||
+ | To place a satchel (pipebomb) the syntax is:<br> | ||
+ | '''OFP''': unitname Fire ["put", "pipebomb"]<br> | ||
+ | '''ArmA''': unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];<br> | ||
+ | ''The triggering is done via a "[[Armed_Assault:_Actions_List#TOUCHOFF|TOUCHOFF]]" action.'' | ||
+ | |||
+ | <dd class="notedate">Posted on March 18, 2010 | ||
+ | <dt class="note">[[User:Mr.g-c|Mr.g-c]] | ||
+ | <dd class="note">In Arma 2, AI will automatically shoot straight up. Command seems to be broken. | ||
+ | |||
+ | <dd class="notedate">Posted on November 24, 2010 | ||
+ | <dt class="note">[[User:Mikhail|Mikhail]] | ||
+ | <dd class="note">Command is broken - confirmed. Use action [[ArmA:_Actions#USEWEAPON|"USEWEAPON"]] instead. | ||
+ | Place a game logic in the editor. Name it '''MyGameLogic'''. | ||
+ | Use this code to make '''unit1''' fire his primaryweapon: | ||
+ | <code>MyGameLogic [[action]] ["useWeapon", [[primaryWeapon]] unit1, unit1, 0];</code> | ||
+ | |||
+ | <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. Use [[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| | + | [[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]] |
− | [[Category:Scripting Commands OFP 1.96| | + | [[Category:Scripting Commands OFP 1.46|{{uc:{{PAGENAME}}}}]] |
− | [[Category:Scripting Commands OFP 1. | + | [[Category:Scripting Commands OFP 1.96|{{uc:{{PAGENAME}}}}]] |
− | [[Category:Scripting Commands | + | [[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]] |
+ | [[Category:Scripting Commands Armed Assault|{{uc:{{PAGENAME}}}}]] | ||
+ | [[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]] | ||
+ | [[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]] | ||
+ | [[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]] | ||
+ | [[Category:Command_Group:_Unit_Control|{{uc:{{PAGENAME}}}}]] | ||
+ | [[Category:Command_Group:_Weapons|{{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: | ||
+ | <code>_unit [[playActionNow]] "PutDown"; | ||
+ | _unit [[selectWeapon]] "DirectionalMineRemoteMuzzle"; | ||
+ | _unit [[fire]] [ | ||
+ | "DirectionalMineRemoteMuzzle", | ||
+ | "DirectionalMineRemoteMuzzle", | ||
+ | "ClaymoreDirectionalMine_Remote_Mag" | ||
+ | ];</code> | ||
+ | </dd> | ||
+ | |||
+ | <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: | ||
+ | <code>[_soldier, "SmokeShellGreenMuzzle"] [[call]] [[BIS_fnc_fire]];</code></dt> | ||
+ | </dd> | ||
+ | |||
+ | </dl> | ||
+ | <!-- DISCONTINUE Notes --> |
Revision as of 19:00, 3 June 2020
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 T-72)
- 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 Arma 2, 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. Use 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;