---
name: "doArtilleryFire"
type: command
status: ok
groups: ["Artillery"]
arma3_since: "0.50"
locality: {"argument": "local", "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/doArtilleryFire
revid: 377401
updated: 2026-01-02T06:44:56Z
---

# doArtilleryFire

*Command · Artillery · Arma 3 v0.50*

Locality: arguments **local**

## Description

Orders an artillery unit to fire a burst on the given position (silently).

## Syntax

```sqf
unit doArtilleryFire [position, type, rounds]
```

**Parameters:**

- `unit`: [Object](../topics/Object.md)
- `position`: [PositionAGL](../topics/Position.md#positionagl)
- `type`: [String](../topics/String.md) - magazine class name from CfgMagazines (case sensitive).
- `rounds`: [Number](../topics/Number.md)

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
Mortar doArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3];
```

## Problems

The unit will fire a burst even if the **rounds** parameter is 0 or a negative number.

## See also

[commandArtilleryFire](../commands/commandArtilleryFire.md) · [getArtilleryAmmo](../commands/getArtilleryAmmo.md) · [getArtilleryETA](../commands/getArtilleryETA.md) · [enableEngineArtillery](../commands/enableEngineArtillery.md) · [getArtilleryComputerSettings](../commands/getArtilleryComputerSettings.md) · [shownArtilleryComputer](../commands/shownArtilleryComputer.md) · [inRangeOfArtillery](../commands/inRangeOfArtillery.md) · [fire](../commands/fire.md) · [doFire](../commands/doFire.md) · [commandFire](../commands/commandFire.md) · [canFire](../commands/canFire.md) · [fireAtTarget](../commands/fireAtTarget.md) · [forceWeaponFire](../commands/forceWeaponFire.md) · [commandSuppressiveFire](../commands/commandSuppressiveFire.md) · [doSuppressiveFire](../commands/doSuppressiveFire.md) · [isManualFire](../commands/isManualFire.md)

## Community notes

**ansin11** — 2020-04-18

This command can not fire bursts consisting of more rounds than the given magazine type holds, even if there are several magazines of the same type available. The fire mission issued by this command ends once the artillery unit has to reload.

**Example:**

The Mk6 Mortar comes with four "8Rnd_82mm_Mo_shells" magazines, giving it a total of 32 HE shells. However, `_mortar doArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 10];` will only fire 8 rounds instead of 10.

Similarly, ...

```sqf
_mortar doArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 7]; // First burst
sleep 20; // Wait until first burst has been fired
_mortar doArtilleryFire [_somePos, "8Rnd_82mm_Mo_shells", 2]; // Second burst
```

... will only fire 8 rounds total instead of 9; the second round of the second burst is never fired because the artillery unit has to reload after the first round of the second burst.

---

**Leopard20** — 2022-08-25

After using this command, use [unitReady](../commands/unitReady.md) to see if the unit is done firing all rounds:

```sqf
_mortar doArtilleryFire [[3000, 120, 1000], "8Rnd_82mm_Mo_shells", 3];
waitUntil {sleep 1; unitReady _mortar}; // Note: make sure you run this in scheduled environment
_mortar sideChat "Rounds fired!";
```

<sub>Source: [BI Community Wiki — doArtilleryFire](https://community.bistudio.com/wiki/doArtilleryFire) (revision 377401).</sub>
