setDamage: Difference between revisions
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{{Note | |||
|user= KamikazXeX | |||
|date= May 29, 2015 | |||
|time= 11:23 | |||
|text= Using this possible overrides individual hit damages such as [[setHitPointDamage]] ["HitHead", _value]; if you're having issues try setting hitdamage ''after'' setdamage. | |||
}} | |||
{{Note | |||
|user= Fragorl | |||
|date= April 17, 2006 | |||
|time= 07:36 | |||
|text= In '''{{ofp}}''', setting a unit's damage to a negative value will set it is health to full, but impair their aim. | |||
|game= ofp | |||
}} | |||
{{Note | |||
|user= Sarogahtyp | |||
|date= July 24, 2021 | |||
|time= 10:31 | |||
|text= 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>[] [[spawn]] | <code>[] [[spawn]] | ||
{ | { | ||
Line 81: | Line 82: | ||
}; | }; | ||
</code> | </code> | ||
}} | |||
Revision as of 23:53, 26 August 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]
- 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
- Date unknown
- Using this possible overrides individual hit damages such as setHitPointDamage ["HitHead", _value]; if you're having issues try setting hitdamage after setdamage.
- Date unknown
-
In Operation Flashpoint, setting a unit's damage to a negative value will set it is health to full, but impair their aim.
- Date unknown
-
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