Fire


1) The fire message is called in weapon cogs when the weapon is activated with the verb, ActivateWeapon(). The fire message will loop after the delay (second param of ActivateWeapon()) has passed. ChangeFireRate() is used to change that delay. DeactivateWeapon() stops the fire message.


SenderThe mode of fire (third param of ActivateWeapon()).
SourceThe player who is firing.1

Sender TypeSystem (1).
Source TypeThing (3).

SleepableNo.

2) Fire is also used in the force cogs. It is started with ActivateBin(). DeactivateBin() will stop the fire message.


SenderThe bin of the force power.
SourceThe player who is firing.2

Sender TypeSystem (1).
Source TypeThing (3).

SleepableNo.

3) Fire is also called in actor cogs when the actor fires.


SenderThe actor who is firing.
SourceThe projectile that the actor fired.

Sender TypeThing (3).
Source TypeThing (3).

SleepableNo.


1The player is taken from the first param of ActivateWeapon() only the first time fire runs. The next time fire runs, it will have the value of the local player.
2Taken from the first param of ActivateBin(). If ActivateBin() does not have the correct player, the fire message will not loop.