setDamage: Difference between revisions

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Revision as of 22:38, 10 August 2021

Hover & click on the images for description

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]
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

Example 1:
_soldier1 setDamage 1;
Example 2:
_house1 setDamage [1, false];

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; };