Difference between revisions of "Fire - Weapon"
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imported>Jlundin |
imported>Fg109 (added notes) |
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Bow.Fire(Box, PoisonArrows) | Bow.Fire(Box, PoisonArrows) | ||
</source> | </source> | ||
== Notes == | |||
*If akSource is not equipped with any ammo, and akAmmo is none, nothing happens. | |||
*If akSource is not equipped with any ammo, and akAmmo is not none, then akSource will fire akAmmo, without depleting and ammo reserves (infinite ammo). | |||
*If akSource is equipped with ammo, and akAmmo is a different ammo, then akSource will fire akAmmor, while depleting the current supply of equipped ammo. | |||
*If akSource is not equipped with a weapon normally capable of firing, then the weapon's model becomes invisible (model is unloaded) until it is unequipped. | |||
== See Also == | == See Also == | ||
*[[Weapon Script]] | *[[Weapon Script]] |
Revision as of 00:41, 5 April 2012
Member of: Weapon Script
Fires the weapon from the the specified object reference, using the specified ammo.
Syntax
Function Fire(ObjectReference akSource, Ammo akAmmo = None) native
Parameters
- akSource: The ObjectReference to fire the weapon from.
- akAmmo: The Ammo to use. If None is passed, it will use the current ammo on the reference (this will throw a warning if the reference is not an actor).
Return Value
None.
Examples
; Have the bandit fire his bow with his current ammo
Bow.Fire(Bandit)
; Have the box fire the bow with the poison arrows ammo
Bow.Fire(Box, PoisonArrows)
Notes
- If akSource is not equipped with any ammo, and akAmmo is none, nothing happens.
- If akSource is not equipped with any ammo, and akAmmo is not none, then akSource will fire akAmmo, without depleting and ammo reserves (infinite ammo).
- If akSource is equipped with ammo, and akAmmo is a different ammo, then akSource will fire akAmmor, while depleting the current supply of equipped ammo.
- If akSource is not equipped with a weapon normally capable of firing, then the weapon's model becomes invisible (model is unloaded) until it is unequipped.