fire

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Revision as of 22:07, 15 January 2008 by Kronzky (talk | contribs) (notes cleanup)
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Introduced with Operation Flashpoint version1.00
  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 "weapon"
Parameters:
Unit - unit that's supposed to fire
weapon: String - name of the weapon to be fired
Return Value:
Nothing

Alternative Syntax

Syntax:
Unit fire ["muzzle", "mode", "magazine"]
Parameters:
Unit
muzzle: String
mode: String
magazine: String(optional)
Return Value:
Nothing

Examples

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

Additional Information

Multiplayer:
-
See also:
doFirecommandFireCategory: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 activate satchels (pipebomb) the syntax is:
OFP: unitname Fire ["put", "pipebomb"]
ArmA: unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];
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.

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