setDamage: Difference between revisions
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Revision as of 23:36, 24 March 2021
Description
- Description:
- Damages/hurts or repairs/heals object/unit. Damage 0 means fully functional, damage 1 means 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: Number
- useEffects: Boolean (Optional, default true) - To skip destruction effects set it to [false]]
- 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
- 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 Operation Flashpoint, setting a unit's damage to a negative value will set it is health to full, but impair their aim.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation
- Scripting Commands: Global Effect