Difference between revisions of "setWeaponReloadingTime"

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m (Some wiki formatting)
 
(18 intermediate revisions by the same user not shown)
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|r1= [[Boolean]] - [[true]] if given weapon is found
 
|r1= [[Boolean]] - [[true]] if given weapon is found
  
|x1= <code>_success = _vehicle setWeaponReloadingTime [<nowiki/>gunner (vehicle player), currentMuzzle gunner vehicle player, 0.5];</code>
+
|x1= <sqf>_success = _vehicle setWeaponReloadingTime [gunner vehicle player, currentMuzzle gunner vehicle player, 0.5];</sqf>
  
 
|x2= Boost RPM:
 
|x2= Boost RPM:
<code>unit addEventHandler ["Fired", {
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<sqf>
 +
unit addEventHandler ["Fired", {
 
_this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3];
 
_this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3];
}];</code>
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}];
 +
</sqf>
  
 
|seealso= [[weaponReloadingTime]] [[weapons]] [[magazines]] [[selectWeapon]] [[loadMagazine]] [[weaponState]] [[reload]]
 
|seealso= [[weaponReloadingTime]] [[weapons]] [[magazines]] [[selectWeapon]] [[loadMagazine]] [[weaponState]] [[reload]]
Line 55: Line 57:
 
|timestamp= 20170514
 
|timestamp= 20170514
 
|text= Note that '''setWeaponReloadingTime''' is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:  
 
|text= Note that '''setWeaponReloadingTime''' is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:  
<code>player addEventHandler ["FiredMan", {
+
<sqf>
 +
player addEventHandler ["FiredMan", {
 
params ["", "_weapon", "_muzzle"];
 
params ["", "_weapon", "_muzzle"];
private _type [[a = b|=]] _weapon call BIS_fnc_itemType;
+
private _type = _weapon call BIS_fnc_itemType;
private _time [[a = b|=]] [[-]]1;
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private _time = -1;
 
switch (_type select 1) do {
 
switch (_type select 1) do {
case 'SniperRifle' [[a : b|:]] {_time [[a = b|=]] 0.5};
+
case "SniperRifle" : {_time = 0.5};
case 'AssaultRifle' [[a : b|:]] {};
+
case "AssaultRifle" : {};
case 'Handgun' [[a : b|:]] {};
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case "Handgun" : {};
case 'Rifle' [[a : b|:]] {};
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case "Rifle" : {};
case 'SubmachineGun' [[a : b|:]] {};
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case "SubmachineGun" : {};
case 'MachineGun' [[a : b|:]] {};
+
case "MachineGun" : {};
case 'Mortar' [[a : b|:]] {};
+
case "Mortar" : {};
case 'GrenadeLauncher' [[a : b|:]] {};
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case "GrenadeLauncher" : {};
case 'BombLauncher' [[a : b|:]] {};
+
case "BombLauncher" : {};
case 'MissileLauncher' [[a : b|:]] {};
+
case "MissileLauncher" : {};
case 'RocketLauncher' [[a : b|:]] {};
+
case "RocketLauncher" : {};
case 'Cannon' [[a : b|:]] {};
+
case "Cannon" : {};
case 'Throw' [[a : b|:]] {};
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case "Throw" : {};
 
};
 
};
if (_time isEqualTo [[-]]1) [[exitWith]] {};
+
if (_time isEqualTo -1) exitWith {};
([[vehicle]] [[player]]) [[setWeaponReloadingTime]] [([[vehicle]] [[player]]), _muzzle, _time];
+
(vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time];
}];</code>
+
}];
 +
</sqf>
 
This [[Arma 3: Event Handlers|Event Handler]] makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit [[BIS_fnc_itemType]].
 
This [[Arma 3: Event Handlers|Event Handler]] makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit [[BIS_fnc_itemType]].
 
}}
 
}}

Latest revision as of 10:20, 13 May 2022

Hover & click on the images for description

Description

Description:
Sets reloading phase on the given weapon's current ammo round.
This command does not change a weapon's (e.g soldier's rifle) magazine reloading time but changes the ammo reloading state before the next round is shot.
Groups:
Weapons

Syntax

Syntax:
vehicle setWeaponReloadingTime [gunner, muzzleName, reloadTime]
Parameters:
vehicle: Object
gunner: Object - alive and able gunner operating the targeted turret
muzzleName: String - turret's muzzle
reloadTime: Number - in range 0..1 where 0: reload complete, 1: reload started
Return Value:
Boolean - true if given weapon is found

Examples

Example 1:
Example 2:
Boost RPM:
unit addEventHandler ["Fired", { _this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3]; }];

Additional Information

See also:
weaponReloadingTime weapons magazines selectWeapon loadMagazine weaponState reload

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
kju
Posted on Jan 15, 2012 - 00:00 (UTC)
The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0. Or you can delay or stop the reload event indefinitely. The 0-1 range is a percentage - the reload time is taken from the weapons's config value (either reloadTime or magazineReloadTime - not sure). The effect is one time only each - it does not modify the weapon's general reload time.

Works also for infantry weapons - probably useful weapons with longer reload time like sniper weapons or launchers: player setWeaponReloadingTime [player,currentWeapon player,0]; No idea what's point of the return value.
Demellion
Posted on May 14, 2017 - 00:00 (UTC)
Note that setWeaponReloadingTime is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:
player addEventHandler ["FiredMan", { params ["", "_weapon", "_muzzle"]; private _type = _weapon call BIS_fnc_itemType; private _time = -1; switch (_type select 1) do { case "SniperRifle" : {_time = 0.5}; case "AssaultRifle" : {}; case "Handgun" : {}; case "Rifle" : {}; case "SubmachineGun" : {}; case "MachineGun" : {}; case "Mortar" : {}; case "GrenadeLauncher" : {}; case "BombLauncher" : {}; case "MissileLauncher" : {}; case "RocketLauncher" : {}; case "Cannon" : {}; case "Throw" : {}; }; if (_time isEqualTo -1) exitWith {}; (vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time]; }];
This Event Handler makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit BIS_fnc_itemType.