Difference between revisions of "Fire - Weapon"

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imported>Jlundin
 
imported>Fg109
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Bow.Fire(Box, PoisonArrows)
Bow.Fire(Box, PoisonArrows)
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== 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.

See Also