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1) The fire message is sent by a weapon bin 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, and DeactivateWeapon() stops the fire message.
| Sender: | The mode of fire (third param of ActivateWeapon()). |
| Source: | The player who is firing.1 |
| Sender Type: | System (1). |
| Source Type: | Thing (3). |
2) Fire is also sent by a force power's bin when ActivateBin() is used to start its fire message. DeactivateBin() will stop the fire message.
| Sender: | The bin of the force power. |
| Source: | The player who is firing.2 |
| Sender Type: | System (1). |
| Source Type: | Thing (3). |
3) Fire is also sent by AI actors when the actor fires.
| Sender: | The actor who is firing. |
| Source: | The projectile that the actor fired. |
| Sender Type: | Thing (3). |
| Source Type: | Thing (3). |
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.