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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command 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

点击图片可看到更多讯息

开始使用于

游戏:
Operation Flashpoint
版本:
1.00

描述

描述:
Forces a unit to fire the given weapon.
NOTE: Just like with forceWeaponFire it is possible to pass remote unit as argument, but this could be unreliable. Considering this command might need to be used in combination with selectWeapon, which takes only local arguments, it would make sense to execute fire command where unit is also local.

基本句法

句法:
unit fire weaponName
参数:
unit: Object - unit that's supposed to fire

weaponName: String - name of the weapon to be fired
返回值:
Nothing

替代句法

句法:
unit fire [muzzle, mode, magazine]
参数:
unit: Object

[muzzle, mode, magazine]: Array

muzzle: String

mode: String

magazine: String (Optional)
返回值:
Nothing

范例

范例1:
_soldier fire "M16";

范例2:
_soldier fire "SmokeShellMuzzle";

范例3:
_soldier fire ["SmokeShellMuzzle","SmokeShellMuzzle","SmokeShell"];

范例4:
player playActionNow "PutDown"; player selectWeapon "DemoChargeMuzzle"; player fire ["DemoChargeMuzzle", "DemoChargeMuzzle", "DemoCharge_Remote_Mag"]; player setWeaponReloadingTime [player, "DemoChargeMuzzle", 0];

额外资讯

多人游戏:
-
也可以看看:

forceWeaponFireselectWeaponfireAtTargetdoFirecommandFireaction ["UseWeapon"]Category:Weapons

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

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.
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 Jan 15, 2008
Kronzky
To place a satchel (pipebomb) the syntax is:
OFP: unitname Fire ["put", "pipebomb"]
ArmA: unitname Fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"];
The triggering is done via a "TOUCHOFF" action.
Posted on March 18, 2010
Mr.g-c
In Arma2 AI will automatically shoot straight up. Command seems to be broken.
Posted on November 24, 2010
Mikhail
Command is broken - confirmed. Use action "USEWEAPON" instead. Place a game logic in the editor. Name it MyGameLogic. Use this code to make unit1 fire his primaryweapon: MyGameLogic action ["useWeapon",primaryWeapon unit1,unit1,0];
Posted on Feburary 25, 2011
kju
Command works just fine in A2/OA. Make sure to execute it on local AI.
Posted on April 06, 2012
Max Power
If it did work at one time, it does no longer. The AI (or player) is forced to look upwards or reacts to a massive recoil force before getting his shot off.
Posted on Feburary 16, 2013
hcpookie
Command did not work with ACR 1.62. Used fireAtTarget instead.

Bottom Section

Posted on June 4, 2014 - 21:14 (UTC)
Killzone Kid
In Arma 3 in order for AI to place Claymore, for example, it is necessary to execute 3 statements - an animation, weapon select and the actual fire command. Animation is most likely for forcing unit to leave rest state, weapon select and fire kinda both go together anyway:
_unit playActionNow "PutDown"; _unit selectWeapon "DirectionalMineRemoteMuzzle"; _unit fire [

   "DirectionalMineRemoteMuzzle",
   "DirectionalMineRemoteMuzzle",
   "ClaymoreDirectionalMine_Remote_Mag"

];

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