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ForceWeaponFire

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Introduced with Arma 3 version 0.50
  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

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开始使用于

游戏:
Arma 3
版本:
0.50

描述

描述:
The unit will be forced to fire from the given weapon. The weapon will not fire if firemode passed as parameter is not supported by the weapon. Command must be executed where unit is local.

基本句法

句法:
unit forceWeaponFire [weapon, firemode]
参数:
unit: Object

[weapon, firemode]: Array

weapon: 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 should be used as firemode param.

返回值:
Nothing

范例

范例1:
soldierOne forceWeaponFire ["arifle_MX_F", "Single"];

范例2:
player forceWeaponFire ["hgun_ACPC2_F", "hgun_ACPC2_F"];

范例3:
_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"];

额外资讯

多人游戏:
-
也可以看看:

currentWeaponcurrentWeaponModefiresetWeaponReloadingTimeselectWeapondoFirecommandFirefireAtTarget

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 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];

Bottom Section

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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