setUnitTrait: Difference between revisions
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| Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a [[Bool|bool]].<br /><br /> | | Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a [[Bool|bool]].<br /><br /> | ||
Default traits are: | Default traits are: | ||
* audibleCoef | *[[Number]] '''audibleCoef''' - A lower value means the unit is harder to hear | ||
* camouflageCoef | *[[Number]] '''camouflageCoef''' - A lower value means the unit is harder to spot | ||
* loadCoef | *[[Number]] '''loadCoef''' - Equipment weight multiplier affecting fatigue and stamina | ||
* engineer | *[[Boolean]] '''engineer''' - Ability to partially repair vehicles with toolkit, equivalent to <tt>engineer <nowiki>=</nowiki> 1;</tt> in [[CfgVehicles_Config_Reference|CfgVehicles]] | ||
* explosiveSpecialist | *[[Boolean]] '''explosiveSpecialist''' - Ability to defuse mines with toolkit, equivalent to <tt>canDeactivateMines <nowiki>=</nowiki> 1;</tt> in CfgVehicles | ||
* medic | *[[Boolean]] '''medic''' - Ability to treat self and others with medikit, equivalent to <tt>attendant <nowiki>=</nowiki> 1;</tt> in CfgVehicles | ||
* UAVHacker | *[[Boolean]] '''UAVHacker''' - Ability to hack drones, equivalent to <tt>uavHacker <nowiki>=</nowiki> 1;</tt> in CfgVehicles | ||
|= Description | |= Description | ||
|unit '''setUnitTrait''' <nowiki>[</nowiki> | |unit '''setUnitTrait''' <nowiki>[</nowiki>skillName, value, isCustom<nowiki>]</nowiki> |= Syntax | ||
|p1= unit: [[Object]] - The unit whose trait should be set | |p1= unit: [[Object]] - The unit whose trait should be set | ||
|p2= | |p2= skillName: [[String]] - Name of the skill |= Parameter 2 | ||
|p3= value: [[Bool]] or [[Number]] - Value (see above) |= Parameter 3 | |p3= value: [[Bool]] or [[Number]] - Value (see above) |= Parameter 3 | ||
|p4= isCustom (optional): [[Bool]] - Must be set to [[true]] in case of custom|= Param 4 | |p4= isCustom (optional): [[Bool]] - Must be set to [[true]] in case of custom|= Param 4 |
Revision as of 23:23, 27 May 2018
Description
- Description:
- Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a bool.
Default traits are:- Number audibleCoef - A lower value means the unit is harder to hear
- Number camouflageCoef - A lower value means the unit is harder to spot
- Number loadCoef - Equipment weight multiplier affecting fatigue and stamina
- Boolean engineer - Ability to partially repair vehicles with toolkit, equivalent to engineer = 1; in CfgVehicles
- Boolean explosiveSpecialist - Ability to defuse mines with toolkit, equivalent to canDeactivateMines = 1; in CfgVehicles
- Boolean medic - Ability to treat self and others with medikit, equivalent to attendant = 1; in CfgVehicles
- Boolean UAVHacker - Ability to hack drones, equivalent to uavHacker = 1; in CfgVehicles
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit setUnitTrait [skillName, value, isCustom]
- Parameters:
- unit: Object - The unit whose trait should be set
- skillName: String - Name of the skill
- value: Bool or Number - Value (see above)
- isCustom (optional): Bool - Must be set to true in case of custom
- Return Value:
- Nothing
Examples
- Example 1:
player setUnitTrait ["Medic",true];
Additional Information
- See also:
- getUnitTrait
Notes
-
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Notes
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- Posted on April 27, 2016 - 18:12 (UTC)
- Revo
- The higher the value for the loadCoef the less stamina a unit has. Negative values will dramatically increase the stamina actually to a point where it extends the stamina bar.
- Posted on October 20, 2017 - 05:49 (UTC)
- Midnight
- explosiveSpecialist trait can defuse mines (i.e. satchel charges), whilst the engineer trait alone cannot.