setDammage: Difference between revisions
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<dd class="notedate">Posted on | <dd class="notedate">Posted on 2006-04-17 - 07:39 (CEST)</dd> | ||
<dt class="note">[[User:Fragorl|Fragorl]]</dt> | <dt class="note">[[User:Fragorl|Fragorl]]</dt> | ||
<dd class="note">In '''{{ofp}}''', setting a unit's damage to a negative value will set it is health to full, but impair their aim. | <dd class="note">In '''{{ofp}}''', setting a unit's damage to a negative value will set it is health to full, but impair their aim. | ||
</dl> | </dl> |
Revision as of 23:07, 13 May 2023
Description
- Description:
- Damages/hurts or repairs/heals object/unit. Damage 0 means fully functional, damage 1 means completely destroyed / dead.
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object setDammage damage
- Parameters:
- object: Object
- damage: Number
- Return Value:
- Nothing
Examples
- Example 1:
- _soldier1 setDammage 1;
Additional Information
- See also:
- setDamage setVehicleArmor damage getDammage setHit getHit getHitIndex setHitIndex getHitPointDamage setHitPointDamage
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 2006-04-17 - 07:39 (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 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: 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