BIS fnc setHitPointDamage: Difference between revisions

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|s1= [object, hitPoint, damage, useDependency] call [[BIS_fnc_setHitPointDamage]]
|s1= [object, hitPoint, damage, useDependency] call [[BIS_fnc_setHitPointDamage]]


|p1= object: [[Object]] - Entity to which damage applies
|p1= object: [[Object]] - entity to which damage applies


|p2= hitPoint: [[String]] - HitPoint to which damage applies
|p2= hitPoint: [[String]] - hitPoint to which damage applies


|p3= damage:  [[Number]] - Amount of damage to apply
|p3= damage:  [[Number]] - amount of damage to apply


|p4= useDependency (Optional, default [[true]]): [[Boolean]]
|p4= useDependency: [[Boolean]] - (Optional, default [[true]])  
* [[true]] - distribute damage to dependent HitPoints as well
* [[true]] - distribute damage to dependent HitPoints as well
* [[false]] - apply damage to given HitPoint only
* [[false]] - apply damage to given HitPoint only

Latest revision as of 01:59, 1 August 2022

Hover & click on the images for description

Description

Description:
Sets damage to HitPoint with dependency or not.
Execution:
call
Groups:
Object Manipulation

Syntax

Syntax:
[object, hitPoint, damage, useDependency] call BIS_fnc_setHitPointDamage
Parameters:
object: Object - entity to which damage applies
hitPoint: String - hitPoint to which damage applies
damage: Number - amount of damage to apply
useDependency: Boolean - (Optional, default true)
  • true - distribute damage to dependent HitPoints as well
  • false - apply damage to given HitPoint only
Return Value:
Nothing

Examples

Example 1:
[player, "HitFace", 0.9] call BIS_fnc_setHitPointDamage;

Additional Information

See also:
setHitPointDamage

Notes

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