forceWeaponFire

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Revision as of 12:24, 29 March 2018 by Lou Montana (talk | contribs) (Examples and code behind cleanup)
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Description

Description:
The unit will be forced to fire weapon from the given muzzle. The weapon will not fire if firemode passed as parameter is not supported by the given muzzle. The muzzle could belong to a vehicle weapon and unit in this case will be the unit operating this weapon. Doesnt't seem to work for units in FFV positions. Works on player. See also: BIS_fnc_fire
Groups:
Uncategorised

Syntax

Syntax:
unit forceWeaponFire [muzzle, firemode]
Parameters:
unit: Object - unit alone or in vehicle
muzzle: String
firemode: String - Common options are "Single", "Burst", "FullAuto". For the full list of a weapon firemodes: hint str (getArray (configFile >> "CfgWeapons" >> currentWeapon player >> "modes")); If modes[] param in config for the weapon says {"this"}, then the same classname as for the weapon param (currentWeapon player) should be used as firemode param.
Return Value:
Nothing

Examples

Example 1:
_unit forceWeaponFire ["arifle_MX_F", "Single"]; _unit forceWeaponFire ["hgun_ACPC2_F", "hgun_ACPC2_F"]; _unit forceWeaponFire ["HandGrenadeMuzzle","HandGrenadeMuzzle"]; _unit forceWeaponFire ["MiniGrenadeMuzzle","MiniGrenadeMuzzle"]; _unit forceWeaponFire ["HandGrenade_Stone","HandGrenade_Stone"]; _unit forceWeaponFire ["SmokeShellMuzzle","SmokeShellMuzzle"]; _unit forceWeaponFire ["ChemlightGreenMuzzle","ChemlightGreenMuzzle"]; _unit forceWeaponFire ["IRGrenade","IRGrenade"]; _unit forceWeaponFire ["Laserdesignator","Laserdesignator"];
Example 2:
gunner blackfoot forceWeaponFire ["gatling_20mm", "close"];

Additional Information

See also:
currentWeaponcurrentWeaponModesetWeaponReloadingTimeselectWeaponfiredoFirecommandFirecanFirefireAtTargetcommandArtilleryFirecommandSuppressiveFiredoArtilleryFiredoSuppressiveFireisManualFireBIS_fnc_fire

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

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];
Posted on April 14, 2014
ffur2007slx2_5
(A3 1.16) forceWeaponFire is no longer only limited to units, but can remote aircrafts weapon firing as well. Passed source unit should be the correct one who controls the weapon, if passed mode is "this", use the weapon name instead: _weapon = (weapons _veh) select 3; _mode = (getArray (configFile >> "cfgweapons" >> _weapon >> "modes")) select 0; if (_mode == "this") then {_mode = _weapon;}; (driver _veh) forceWeaponFire [_weapon, _mode]; //Force a CAS fire a rocket. Currently this command is not available for land vehicle remote fire.
Posted on September 02, 2014
Benargee
Similar to Killzone Kid's note, This fires the units current weapon in its current firemode. _unit forceWeaponFire [weaponState _unit select 1, weaponState _unit select 2];
Posted on January 3, 2015 - 14:55 (UTC)
Killzone Kid
fireAtTarget command can be used to force fire gunner weapon in vehicles. A gunner must be present. _veh fireAtTarget [objNull]; Will fire one shot even if player is gunner. fire command can also be used to fire vehicle weapon, like smoke launcher for example: vehicle player fire "SmokeLauncher"; And if this doesn't work, it is possible to force fire via action tank action ["UseWeapon", tank, commander tank, 0];

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