setDamage: Difference between revisions
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Sarogahtyp (talk | contribs) (description for how to repair builings added) |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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|gr1= Object Manipulation | |gr1= Object Manipulation | ||
|descr= | |descr= Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings. | ||
The alternative syntax allows to | |||
|s1= object [[setDamage]] damage | |s1= object [[setDamage]] damage | ||
Line 32: | Line 31: | ||
|p1= object: [[Object]] | |p1= object: [[Object]] | ||
|p2= damage: [[Number]] | |p2= damage: [[Number]] - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|s2= object [[setDamage]] [damage, useEffects] {{Since|arma3|1. | |s2= object [[setDamage]] [damage, useEffects] {{Since|arma3|1.68|y}} | ||
|p21= object: [[Object]] | |p21= object: [[Object]] | ||
|p22= damage: [[Number]] | |p22= damage: [[Number]] - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed | ||
|p23= useEffects: [[Boolean]] (Optional, default [[true]]) - | |p23= useEffects: [[Boolean]] (Optional, default [[true]]) - [[false]] to skip destruction effects | ||
|r2= [[Nothing]] | |r2= [[Nothing]] | ||
Line 72: | Line 71: | ||
<dt class="note">[[User:Sarogahtyp|Sarogahtyp]]</dt> | <dt class="note">[[User:Sarogahtyp|Sarogahtyp]]</dt> | ||
<dd class="note">You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house: | <dd class="note">You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house: | ||
<code> | <code>[] [[spawn]] | ||
{ | { | ||
[[private]] _house = [[cursorObject]]; | |||
_house [[setDamage]] 1; | |||
[[sleep]] 5; | |||
_house [[setDamage]] 0; | |||
}; | }; | ||
</code> | </code> | ||
</dd> | </dd> | ||
</dl> | </dl> |
Revision as of 11:19, 24 July 2021
Description
- Description:
- Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object setDamage damage
- Parameters:
- object: Object
- damage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- object setDamage [damage, useEffects] Template:Since
- Parameters:
- object: Object
- damage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed
- useEffects: Boolean (Optional, default true) - false to skip destruction effects
- 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.
- sarogahtyp (talk) 10:31, 24 July 2021 (CEST)
- Sarogahtyp
- You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house:
[] spawn { private _house = cursorObject; _house setDamage 1; sleep 5; _house setDamage 0; };
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