Arma 3 Scripting

fire

  • Local argument
  • Global effect
  • Arma 3 v0.50
  • First in Operation Flashpoint v1.00

Command · also in Weapons · Markdown · JSON · original wiki page

Description

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 the fire command where the unit is local as well.

Syntax

Syntax 1

unit fire muzzle

Parameters:

Returns: Nothing

Syntax 2

unit fire [muzzle, mode, magazine]

Parameters:

Returns: Nothing

Examples

Example 1

_soldier fire "M16";

Example 2

_soldier fire "SmokeShellMuzzle";

Example 3

_soldier fire ["SmokeShellMuzzle", "SmokeShellMuzzle", "SmokeShellRed"];

Example 4

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

See also

BIS_fnc_fire · doFire · commandFire · canFire · fireAtTarget · forceWeaponFire · commandArtilleryFire · commandSuppressiveFire · doArtilleryFire · doSuppressiveFire · isManualFire · selectWeapon · ArmA: Actions

Community notes

Str

Sometimes AI won't shoot when you use this command. It can be fixed by placing selectWeapon command before it.

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.

Bdfy

In ArmA v1.02, this command is not working with weapons in the secondary turrets (like "DSHKM" in T-72)

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.

Mr.g-c

In Arma 2, AI will automatically shoot straight up. Command seems to be broken.

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];

.kju

Command works just fine in A2/OA. Make sure to execute it on local AI.

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.

hcpookie

Command did not work with Arma 2:ACR v1.62. Use fireAtTarget instead.

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"
];

SteveStevenson

In Arma 3, as of version 1.76, examples 2 and 3 in the section above for smoke grenades are no longer working. As a workaround (throwing green smoke grenades for example), you can use:

[_soldier, "SmokeShellGreenMuzzle"] call BIS_fnc_fire;