| IEquipmentWeaponFire Method |
Customize MACE to meet your Live-Virtual-Constructive Simulation and Training Requirements. [This is preliminary documentation and is subject to change.]
Fire the weapon at the target. If no weaponEntity is specified one is created.
Namespace:
BSI.MACE
Assembly:
BSILib (in BSILib.dll) Version: 1.2.1.22047 (1.0.0.0)
Syntax IPhysicalEntity Fire(
IPhysicalEntity target,
IPhysicalEntity weaponEntity = null,
ref double timeOfFlight_seconds = -1,
ref double aimedPitch_degrees = -1
)
Function Fire (
target As IPhysicalEntity,
Optional weaponEntity As IPhysicalEntity = Nothing,
Optional ByRef timeOfFlight_seconds As Double = -1,
Optional ByRef aimedPitch_degrees As Double = -1
) As IPhysicalEntity
Parameters
- target
- Type: BSI.MACEIPhysicalEntity
Target entity to fire on. - weaponEntity (Optional)
- Type: BSI.MACEIPhysicalEntity
Optional: The weapon entity that will be launched or fired (e.g. bullet, or missile). - timeOfFlight_seconds (Optional)
- Type: SystemDouble
[Missing <param name="timeOfFlight_seconds"/> documentation for "M:BSI.MACE.IEquipmentWeapon.Fire(BSI.MACE.IPhysicalEntity,BSI.MACE.IPhysicalEntity,System.Double@,System.Double@)"]
- aimedPitch_degrees (Optional)
- Type: SystemDouble
[Missing <param name="aimedPitch_degrees"/> documentation for "M:BSI.MACE.IEquipmentWeapon.Fire(BSI.MACE.IPhysicalEntity,BSI.MACE.IPhysicalEntity,System.Double@,System.Double@)"]
Return Value
Type:
IPhysicalEntityThe weapon entity that was launched or fired (e.g. bullet, or missile).
Remarks See Also