forceWeaponFire: Difference between revisions

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|p1= unit: [[Object]]  |= PARAMETER1  
|p1= unit: [[Object]]  |= PARAMETER1  


|p2= [weapon, mode]: [[Array]]  |= PARAMETER2  
|p2= [weapon, firemode]: [[Array]]  |= PARAMETER2  


|p3= weapon: [[String]]  |= PARAMETER3
|p3= weapon: [[String]]  |= PARAMETER3

Revision as of 12:56, 25 August 2013

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Description

Description:
The unit will be forced to fire from the given weapon. The weapon will not fire if firemode passed as parameter is not supported by the weapon. Note: This command has strange locality. Executed on remote unit it will change the firemode but will not make unit fire.
Groups:
Uncategorised

Syntax

Syntax:
unit forceWeaponFire [weapon, firemode]
Parameters:
unit: Object
[weapon, firemode]: Array
weapon: String
firemode: String - Possible options are "Single", "Burst" and "FullAuto".
Return Value:
Nothing

Examples

Example 1:
soldierOne forceWeaponFire ["arifle_MX_F", "Single"];

Additional Information

See also:
currentWeaponcurrentWeaponMode

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
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Notes

Posted on August 25, 2013
Killzone_Kid
Here is a neat workaround trick for firemode change from a script: _weapon = currentWeapon player; _ammo = player ammo _weapon; player setAmmo [_weapon, 0]; player forceWeaponFire [_weapon, "FullAuto"]; player setAmmo [_weapon, _ammo];

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