Description
Sets reloading phase on the given weapon's current ammo round.
Important
This command does not change a weapon's (e.g soldier's rifle) magazine reloading time but changes the ammo reloading state before the next round is shot.
Syntax
vehicle setWeaponReloadingTime [gunner, muzzleName, reloadTime]
Parameters:
vehicle: Object
gunner: Object - alive and able gunner operating the targeted turret
muzzleName: String - turret's muzzle
reloadTime: Number - in range 0..1 where 0: reload complete, 1: reload started
Returns: Boolean - true if given weapon is found
Examples
Example 1
_success = _vehicle setWeaponReloadingTime [gunner vehicle player, currentMuzzle gunner vehicle player, 0.5];
Example 2
Boost RPM:
unit addEventHandler ["Fired", {
_this # 0 setWeaponReloadingTime [_this # 0, _this # 2, 1/3];
}];
See also
weaponReloadingTime · weapons · magazines · selectWeapon · loadMagazine · weaponState · reload
The description is confusing to me. What the command essential does is to set the reloading state/time of the given weapon. For example you can fire a missile, and make the weapon available to fire again instantly if you apply 0.
Or you can delay or stop the reload event indefinitely. The 0-1 range is a percentage - the reload time is taken from the weapons's config value (either reloadTime or magazineReloadTime - not sure). The effect is one time only each - it does not modify the weapon's general reload time.
Works also for infantry weapons - probably useful weapons with longer reload time like sniper weapons or launchers:
player setWeaponReloadingTime [player,currentWeapon player,0];
No idea what's point of the return value.
Note that setWeaponReloadingTime is only having effect on a current weapon state (loaded projectile) so since the projectile is fired the next one will be reverted to a weapon config defaults. To keep the fire rate speed changed over time, use this code:
player addEventHandler ["FiredMan", {
params ["", "_weapon", "_muzzle"];
private _type = _weapon call BIS_fnc_itemType;
private _time = -1;
switch (_type select 1) do {
case "SniperRifle" : {_time = 0.5};
case "AssaultRifle" : {};
case "Handgun" : {};
case "Rifle" : {};
case "SubmachineGun" : {};
case "MachineGun" : {};
case "Mortar" : {};
case "GrenadeLauncher" : {};
case "BombLauncher" : {};
case "MissileLauncher" : {};
case "RocketLauncher" : {};
case "Cannon" : {};
case "Throw" : {};
};
if (_time isEqualTo -1) exitWith {};
(vehicle player) setWeaponReloadingTime [(vehicle player), _muzzle, _time];
}];
This Event Handler makes the gun of specific type shoot at a desired rate on each weapon state (sniper rifle will shoot 50% faster in this example). For more information about weapon kinds are there, visit BIS_fnc_itemType.