setDamage: Difference between revisions
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Revision as of 19:48, 10 January 2021
Description
- Description:
- Sets an object's damage value in the range 0..1, 0 meaning fully functional and 1 completely destroyed / dead.
The alternative syntax allows to switch off destruction effects. - Groups:
- Object Manipulation
Syntax
Alternative Syntax
- Syntax:
- object setDamage [damage, useEffects] Template:since
- Parameters:
- object: Object
- [damage, useEffects]: Array
- damage: Number
- useEffects: Boolean - false to skip destruction effects. Default: true
- Return Value:
- Nothing
Examples
Additional Information
- See also:
- setVehicleArmordamagegetDammagesetHitgetHitgetHitIndexsetHitIndexgetHitPointDamagesetHitPointDamage
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Notes
- Posted on May 29, 2015 - 11:23 (UTC)
- KamikazeXeX
- Using this possible overrides individual hit damages such as setHitPointDamage ["HitHead", _value]; if you're having issues try setting hitdamage after setdamage.
- Posted on April 17, 2006 - 07:36 (CEST)
- Fragorl
- In OFP, setting a unit's damage to a negative value will set it is health to full, but impair their aim.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.5
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands