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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
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 actiontank action ["UseWeapon", tank, commander tank, 0];