setUnitTrait: Difference between revisions

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{{Command|= Comments
{{RV|type=command
|arma3|= Game name
|1.58|= Game version
|arg= local |=
|eff= global |=
| Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a [[Bool|bool]].<br /><br />
Default traits are:<br /><br />
audibleCoef (scalar)<br />
camouflageCoef (scalar)<br />
engineer (bool)<br />
explosiveSpecialist (bool)<br />
loadCoef (scalar)<br />
medic (bool)<br />
UAVHacker (bool)<br />


|= Description
|game1= arma3
|unit '''setUnitTrait''' <nowiki>[</nowiki>skill_name, value, isCustom<nowiki>]</nowiki> |= Syntax
|version1= 1.58
|p1= skill_name: [[String]] - Name of the skill |= Parameter 1
 
|p2= value: [[Bool]] or [[Number]] - Value (see above) |= Parameter 2
|arg= local
|p3= isCustom: [[Bool]] - Must be set to true in case of custom|= Param 3
|eff= global
| Nothing |= RETURNVALUE
 
|x1= <code>[[player]] [[setUnitTrait]] ["Medic",[[true]]];</code>|= EXAMPLE1
|gr1= Object Manipulation
| [[getUnitTrait]]|= SEEALSO
 
|  |= MPBEHAVIOUR
|descr= Enables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which are [[Boolean]]s and modifiers, which are [[Number]]s. Custom trait can only be a [[Boolean|bool]].<br><br>
}}
Abilities:
* [[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]] '''medic''' - Ability to treat self and others with medikit, equivalent to {{hl|c= attendant = 1;}} in CfgVehicles
* [[Boolean]] '''UAVHacker''' - Ability to hack enemy and friendly 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]
 
|p1= unit: [[Object]] - the unit whose trait should be set
 
|p2= skillName: [[String]] - name of the skill
 
|p3= value: [[Boolean]] or [[Number]] - value (see above)
 
|p4= isCustom: [[Boolean]] - (Optional) Must be set to [[true]] in case of custom


<h3 style='display:none'>Bottom Section</h3>
|r1= [[Nothing]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Arma_3:_New_Scripting_Commands_List|{{uc:{{PAGENAME}}}}]]


<h3 style='display:none'>Notes</h3>
|x1= <sqf>player setUnitTrait ["Medic", true];</sqf>
<dl class="command_description">
<!-- BEGIN Note Section -->
<!-- END Note Section -->
</dl>


<h3 style="display:none">Bottom Section</h3>
|seealso= [[getUnitTrait]] [[getAllUnitTraits]]
}}


<!-- CONTINUE Notes -->
<dl class="command_description">
<dl class="command_description">
<dd class="notedate">Posted on April 27, 2016 - 18:12 (UTC)</dd>
 
<dt class="note">[[User:Revo|Revo]]</dt>
<dt></dt>
<dd class="notedate">Posted on 2016-04-27 - 18:12 (UTC)</dd>
<dt class="note">[[User:R3vo|R3vo]]</dt>
<dd class="note">
<dd class="note">
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.  
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.  
</dd>
</dd>
<dt><dt>
<dd class="notedate">Posted on 2017-10-20 - 05:49 (UTC)</dd>
<dt class="note">[[User:Midnight|Midnight]]</dt>
<dd class="note">
explosiveSpecialist trait can defuse mines (i.e. satchel charges), whilst the engineer trait alone cannot.
</dd>
</dl>
</dl>
<!-- DISCONTINUE Notes -->

Latest revision as of 17:34, 8 October 2024

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 are 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 enemy and friendly 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: Boolean - (Optional) 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.