setWeaponReloadingTime

From Bohemia Interactive Community
Revision as of 14:06, 12 May 2022 by Lou Montana (talk | contribs) (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>")
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
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:
_success = _vehicle setWeaponReloadingTime [gunner (vehicle player), currentMuzzle gunner vehicle player, 0.5];
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 - c
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 - c
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.