Difference between revisions of "fire"

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(Added working example for smokeshell use.)
(The command 'unit fire weapon' works just fine in A2/OA.)
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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 class="notedate">Posted on Feburary 25, 2011</dd>
<dt class="note">'''[[User:kjuc|kju]]'''</dt>
<dd class="note">Command works just fine in A2/OA. Make sure to execute it on '''local''' AI.</dd>
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Revision as of 10:37, 24 February 2011

Introduced with Operation Flashpoint version 1.001.00Arguments 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
Hover & click on the images for descriptions


Forces a unit to fire the given weapon.


unit fire weaponName
unit: Object - unit that's supposed to fire
weaponName: String - name of the weapon to be fired
Return Value:

Alternative Syntax

unit fire [muzzle, mode, magazine]
unit: Object
[muzzle, mode, magazine]: Array
muzzle: String
mode: String
magazine: String (Optional)
Return Value:


Example 1:
_soldier fire "M16"
Example 2:
_soldier fire "SmokeShellMuzzle"
Example 3:
_soldier fire ["throw","SmokeShell","SmokeShell"]

Additional Information

See also:
doFirecommandFireaction ["UseWeapon"]fire (VBS2)Category:Weapons


Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.


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
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
In ArmA v1.02, this command is not working with weapons in the secondary turrets (like "DSHKM" in t72)
Posted on August 17, 2006
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
In Arma2 AI will automatically shoot straight up. Command seems to be broken.
Posted on November 24, 2010
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
Command works just fine in A2/OA. Make sure to execute it on local AI.

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