setUnitTrait: Difference between revisions

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|gr1= Object Manipulation
|gr1= Object Manipulation


|descr= Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a [[Boolean|bool]].<br><br>
|descr= Enables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which bare [[Boolean]]s and modifiers, which are [[Number]]s. Custom trait can only be a [[Boolean|bool]].<br><br>
Default traits are:
Abilities:
* [[Number]] '''audibleCoef''' - A lower value means the unit is harder to hear
* [[Number]] '''camouflageCoef''' - A lower value means the unit is harder to spot
* [[Number]] '''loadCoef''' - Equipment weight multiplier affecting fatigue and stamina
* [[Boolean]] '''engineer''' - Ability to partially repair vehicles with toolkit, equivalent to {{hl|c= engineer = 1;}} in [[CfgVehicles_Config_Reference|CfgVehicles]]
* [[Boolean]] '''engineer''' - Ability to partially repair vehicles with toolkit, equivalent to {{hl|c= engineer = 1;}} in [[CfgVehicles_Config_Reference|CfgVehicles]]
* [[Boolean]] '''explosiveSpecialist''' - Ability to defuse mines with toolkit, equivalent to {{hl|c= canDeactivateMines = 1;}} in CfgVehicles
* [[Boolean]] '''explosiveSpecialist''' - Ability to defuse mines with toolkit, equivalent to {{hl|c= canDeactivateMines = 1;}} in CfgVehicles
* [[Boolean]] '''medic''' - Ability to treat self and others with medikit, equivalent to {{hl|c= attendant = 1;}} in CfgVehicles
* [[Boolean]] '''medic''' - Ability to treat self and others with medikit, equivalent to {{hl|c= attendant = 1;}} in CfgVehicles
* [[Boolean]] '''UAVHacker''' - Ability to hack drones, equivalent to {{hl|c= uavHacker = 1;}} in CfgVehicles
* [[Boolean]] '''UAVHacker''' - Ability to hack drones, equivalent to {{hl|c= uavHacker = 1;}} in CfgVehicles
Modifiers:
* [[Number]] '''audibleCoef''' - A lower value means the unit is harder to hear
* [[Number]] '''camouflageCoef''' - A lower value means the unit is harder to spot
* [[Number]] '''loadCoef''' - Equipment weight multiplier affecting fatigue and stamina


|s1= unit [[setUnitTrait]] [skillName, value, isCustom]
|s1= unit [[setUnitTrait]] [skillName, value, isCustom]

Revision as of 23:08, 1 August 2023

Hover & click on the images for description

Description

Description:
Enables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which bare Booleans and modifiers, which are Numbers. Custom trait can only be a bool.

Abilities:
  • Boolean engineer - Ability to partially repair vehicles with toolkit, equivalent to engineer = 1; in CfgVehicles
  • Boolean explosiveSpecialist - Ability to defuse mines with toolkit, equivalent to canDeactivateMines = 1; in CfgVehicles
  • Boolean medic - Ability to treat self and others with medikit, equivalent to attendant = 1; in CfgVehicles
  • Boolean UAVHacker - Ability to hack drones, equivalent to uavHacker = 1; in CfgVehicles
Modifiers:
  • Number audibleCoef - A lower value means the unit is harder to hear
  • Number camouflageCoef - A lower value means the unit is harder to spot
  • Number loadCoef - Equipment weight multiplier affecting fatigue and stamina
Groups:
Object Manipulation

Syntax

Syntax:
unit setUnitTrait [skillName, value, isCustom]
Parameters:
unit: Object - The unit whose trait should be set
skillName: String - Name of the skill
value: Boolean or Number - Value (see above)
isCustom (optional): Boolean - Must be set to true in case of custom
Return Value:
Nothing

Examples

Example 1:
player setUnitTrait ["Medic", true];

Additional Information

See also:
getUnitTrait getAllUnitTraits

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 2016-04-27 - 18:12 (UTC)
R3vo
The higher the value for the loadCoef the less stamina a unit has. Negative values will dramatically increase the stamina actually to a point where it extends the stamina bar.
Posted on 2017-10-20 - 05:49 (UTC)
Midnight
explosiveSpecialist trait can defuse mines (i.e. satchel charges), whilst the engineer trait alone cannot.