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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
)

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: IPhysicalEntity
The weapon entity that was launched or fired (e.g. bullet, or missile).
Remarks