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FireAtTarget

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开始使用于

游戏:
Arma 2: Operation Arrowhead
版本:
1.51

描述

描述:
Remotely forces a unit to fire the given weapon.

基本句法

句法:
sourceVehicle fireAtTarget [targetVehicle, weaponMuzzleName]
参数:
sourceVehicle: Object - source vehicle to fire from

[targetVehicle, weaponMuzzleName]: Array

targetVehicle: Object - target vehicle to fire at

weaponMuzzleName (Optional): String - weapon muzzle classname, optional parameter
返回值:
Boolean - true if fired, false if not

范例

范例1:
_handle = this fireAtTarget [groundtarget1,"HellfireLauncher"];

范例2:
_handle = Igla_AA_pod_TK_EP1 fireAtTarget [_helicopter,currentWeapon Igla_AA_pod_TK_EP1];

范例3:
_handle = Igla_AA_pod_TK_EP1 fireAtTarget [helicopter];

额外资讯

多人游戏:
-
也可以看看:

fireforceWeaponFiredoFirecommandFireaimedAtTarget

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 Sep 16, 2010 - 08:17
Dwarden
Most likely only for missiles and for interaction with player only.
Posted on Apr 8, 2014 - 16:50
ffur2007slx2_5
(A3 1.14) Source vehicle is only limited to manned vehicle while any other types won’t be able to active fireAtTarget handle, e.g. _handle = _InfantryUnit fireAtTarget [_Infnatrytarget,(weapons _Infantryunit select 0)]; //false & no bullet shoot Target has no limitation and can be any object: _handle = (vehicle _veh) fireAtTarget [ObjNull,(weapons (vehicle _veh) select 0)]; //true & a bullet shoot Handle returns false if weapon class name is inaccurate, e.g. _Handle = (vehicle _veh) fireAtTarget [ObjNull,”UnknownWeapon”]; //false & no bullet shoot. Handle still returns true even though the vehicle is unavailable to shoot any bullet: _weapon = weapons (vehicle _veh) select 0; (vehicle _veh) setAmmo [_weapon,0]; _Handle = (vehicle _veh) fireAtTarget [ObjNull,_weapon]; //true & no bullet shoot

difference

command Source Target Behavior Workaround templets
fire Either Unit or manned vehicle N/A Fired aiming at air for infantry rifle Together with selectWeapon,

suggested to work with "throw","put" weapon type for infantry, or vehicle entity indeed.

fireAtTarget Manned vehicle only Any object Normal shoot, won’t aim at target automatically _veh doWatch _target;

waitUntil {_veh aimedAtTarget [_target] > 0}; _veh fireAtTarget [_target];

forceWeaponFire Either Unit or manned aircraft (weapon operator) N/A Normal shoot, can change fire mode //E.g. unit won't shoot until he is facing the target.
 _unit doWatch _tar;
 waitUntil {
   _dir = direction _unit;
   _relative = [_unit,_tar] call BIS_fnc_relativeDirTo;
   if (_dir == _relative) exitWith {
     _unit forceWeaponFire [ currentWeapon _unit,"single"];
   };
   false
 };
doFire Unit only Either unit or vehicle automatic aiming and shooting No special example.
commandFire Unit only Either unit or vehicle automatic aiming and shooting No special example.
action ["UseWeapon"] Either unit or manned vehicle N/A unexpected behavior N/A

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