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forceWeaponFire, fire and useWeapon commands doesn't work while using SwitchMove animation
Closed, ResolvedPublic

Description

When you try to play animation trough switchMove command, there is no way, how to force AI to shot a weapon.

Details

Legacy ID
1464066833
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce
  1. Put unit in the editor and name it "guy" for example.
  1. Then try using one of these:

http://community.bistudio.com/wiki/forceWeaponFire
http://community.bistudio.com/wiki/fire
http://community.bistudio.com/wiki/ArmA:_Actions#USEWEAPON

They should work.

  1. Play some animation by switchMove command, for example: guy SwitchMove "acts_CrouchingFiringLeftRifle01"
  1. Try those three commands again.

Event Timeline

resistance-rat edited Additional Information. (Show Details)
resistance-rat set Category to Scripting.
resistance-rat set Reproducibility to Always.
resistance-rat set Severity to None.
resistance-rat set Resolution to Open.
resistance-rat set Legacy ID to 1464066833.May 7 2016, 3:58 PM

Maybe some animations are not meant to be fired from?

  • spawn {player playaction "getover"; sleep 0.5; player forceweaponfire [currentweapon player,"single"]; sleep 0.1; player forceweaponfire [currentweapon player,"single"]}; <-works
  • spawn {player playaction "sitdown"; sleep 0.5; player forceweaponfire [currentweapon player,"single"]; sleep 0.1; player forceweaponfire [currentweapon player,"single"]}; <-doesn't work

@Killzone_Kid
Check the name of animation I mentioned - "acts_CrouchingFiringLeftRifle01" It's a cinematic shooting animation.

Better question is can you fire your weapon by pressing LMB during animation? No, so why the forcefire command should work?

MadDogX added a subscriber: MadDogX.May 7 2016, 3:58 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.