setDammage: Difference between revisions
Jump to navigation
Jump to search
m (removed my ArmA health increase note, I cant reproduce it?!!?) |
mNo edit summary |
||
Line 16: | Line 16: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| | | [[Object]] '''setDammage''' damage |= Syntax | ||
|p2= damage: [[Number]] |= Parameter 2 | |p2= damage: [[Number]] |= Parameter 2 | ||
Line 25: | Line 23: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= <pre> | |x1= <pre>_soldier1 setDammage 1</pre> |= Example 1 | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 07:54, 30 August 2007
Description
- Description:
- Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. This function is identical to setDamage. setDamage was introduced to fix a spelling error in this operator's name.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
_soldier1 setDammage 1
Additional Information
- See also:
- setDamagedamagegetDammage
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
Notes
- Ceeeb
- In OFP, setting a unit's damage to a negative value will set it's health to full, but impair their aim.