Difference between revisions of "fire"

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(mass edit: removing obsolete </dt> and </dd> tags)
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'''ArmA''': unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];<br>
 
'''ArmA''': unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];<br>
 
''The triggering is done via a "[[Armed_Assault:_Actions_List#TOUCHOFF|TOUCHOFF]]" action.''
 
''The triggering is done via a "[[Armed_Assault:_Actions_List#TOUCHOFF|TOUCHOFF]]" action.''
</dd>
 
  
<dd class="notedate">Posted on February 2, 2007</dd>
+
 
<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''', 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.
 
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</dd>
 
<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 August 17, 2006</dd>
+
<dd class="notedate">Posted on January 20, 2007
<dt class="note">'''[[User:Str|Str]]'''</dt>
+
<dt class="note">'''[[User:Bdfy|Bdfy]]'''
<dd class="note">Sometimes AI won't shoot when you use this command. It can be fixed by placing [[selectWeapon]] command before it.</dd>
+
<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 March 18, 2010</dd>
+
<dd class="notedate">Posted on August 17, 2006
<dt class="note">'''[[User:Mr.g-c|Mr.g-c]]'''</dt>
+
<dt class="note">'''[[User:Str|Str]]'''
<dd class="note">In Arma2 AI will automatically shoot straight up. Command seems to be broken.</dd>
+
<dd class="note">Sometimes AI won't shoot when you use this command. It can be fixed by placing [[selectWeapon]] command before it.
  
<dd class="notedate">Posted on November 24, 2010</dd>
+
<dd class="notedate">Posted on March 18, 2010
<dt class="note">'''[[User:Mikhail|Mikhail]]'''</dt>
+
<dt class="note">'''[[User:Mr.g-c|Mr.g-c]]'''
 +
<dd class="note">In Arma2 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 [http://community.bistudio.com/wiki/ArmA:_Actions#USEWEAPON "USEWEAPON"] instead.
 
<dd class="note">Command is broken - confirmed. Use action [http://community.bistudio.com/wiki/ArmA:_Actions#USEWEAPON "USEWEAPON"] instead.
 
Place a game logic in the editor. Name it '''MyGameLogic'''.
 
Place a game logic in the editor. Name it '''MyGameLogic'''.
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Use this code to make '''unit1''' fire his primaryweapon:
 
Use this code to make '''unit1''' fire his primaryweapon:
 
'''MyGameLogic action ["useWeapon",primaryWeapon unit1,unit1,0];'''
 
'''MyGameLogic action ["useWeapon",primaryWeapon unit1,unit1,0];'''
</dd>
 
  
<dd class="notedate">Posted on Feburary 25, 2011</dd>
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<dt class="note">'''[[User:kju|kju]]'''</dt>
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<dd class="notedate">Posted on Feburary 25, 2011
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI.</dd>
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<dt class="note">'''[[User:kju|kju]]'''
 +
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI.
  
 
<!-- Note Section END -->
 
<!-- Note Section END -->

Revision as of 00:37, 18 October 2011

Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command don't 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.

Syntax

Syntax:
unit fire weaponName
Parameters:
unit: Object - unit that's supposed to fire
weaponName: String - name of the weapon 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"]

Additional Information

Multiplayer:
-
See also:
doFirecommandFireaction ["UseWeapon"]Category: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

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 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 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 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.

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