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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma2 |= Game name
|game1= arma2
|version1= 1.00


|1.00|= Game version
|game2= arma2oa
|version2= 1.50


|arg= local |= Arguments in MP
|game3= tkoh
|version3= 1.00


|eff= global |= Effects in MP
|game4= arma3
____________________________________________________________________________________________
|version4= 0.50


| Damage / repair part of object. The object must be [[local]] to the computer where command is executed.
|arg= local


Damage 0 means fully functional, damage 1 means completely destroyed / dead. '''Note:''' Some part names are in Czech; see [[Translations|translation table]].  |= Description
|eff= global
____________________________________________________________________________________________


| object '''setHit''' [part, damage] |= Syntax
|gr1= Object Manipulation


|p1= object: [[Object]] - |= PARAMETER1
|descr=
{{{!}} class="wikitable float-right align-center-col-2"
{{!}}+
! {{Link|Category: Event Handlers|Event Handler}}
! Triggered
{{!}}-
{{!}} {{hl|Hit}}
{{!}} {{Icon|unchecked}}
{{!}}-
{{!}} {{hl|HandleDamage}}
{{!}} {{Icon|unchecked}}
{{!}}-
{{!}} {{hl|Killed}}
{{!}} {{Icon|checked}}
{{!}}-
{{!}} {{hl|MPKilled}}
{{!}} {{Icon|checked}}
{{!}}}


|p2= part: [[String]] - Name of the part ([[Named_Selection|selection]] name).
Set damage on a part of an object.
{{Feature|informative|Some part names are in Czech; see the [[ArmA: Armed Assault: Selection Translations|translation table]].}}


|p3= damage: [[Number]] - |= Damage value ranging from 0 to 1, 1 being destroyed. Non-integer values work fine.
|s1= object [[setHit]] [part, damage, useEffects, killer, instigator, breakRotor]


| [[Nothing]] |= RETURNVALUE
|p1= object: [[Object]] - [[local]] object


|p2= part: [[String]] - name of the part ([[Named_Selection|selection]] name)


|x1= <code>[[vehicle]] [[player]] [[setHit]] ["motor", 1]</code> |= EXAMPLE1
|p3= damage: [[Number]] - damage value ranging 0..1, 0 being fully functional, 1 being destroyed
|x2= <code>[[vehicle]] [[player]] [[setHit]] ["mala vrtule", 0.95]</code> |= EXAMPLE2
|x3= <code>[[if]] ([[local]] _heli) [[then]] {
_heli [[setHit]] ["velka vrtule", 0];
} [[else]] {
[[hint]] "Vehicle " + [[str]] _heli + " must be local to this machine to do that!";
};</code> |= EXAMPLE3


____________________________________________________________________________________________
|p4= useEffects: [[Boolean]] - (Optional, default [[true]]) [[false]] to skip destruction effects
|p4since= arma3 1.68


| [[setDamage]], [[setFuel]], [[setAmmo]] |= SEEALSO
|p5= killer: [[Object]] - (Optional, default [[objNull]]) the entity that caused the damage. If the damage leads to the death of the unit, the killer will be used as the object that caused the kill.
* it can be used to show "killed by player" in debriefing statistics and kill messages in the chat (if death messages are enabled).
* it will alter the killer's [[rating]] as if the killer directly killed the unit.
* it will be listed as <sqf inline>_killer</sqf> parameter in the [[Arma 3: Event Handlers#Killed|Killed]] event handler.
|p5since= arma3 2.08


| |= MPBEHAVIOUR
|p6= instigator: [[Object]] - (Optional, default [[objNull]]) the person that instigated the damage.
____________________________________________________________________________________________
* if a tank is a killer, the tank gunner that pulled the trigger is instigator
}}
* it will be listed as <sqf inline>_instigator</sqf> parameter in the [[Arma 3: Event Handlers#Killed|Killed]] event handler.
|p6since= arma3 2.12


<h3 style='display:none'>Notes</h3>
|p7= breakRotor: [[Boolean]] - (Optional, default [[false]]) if the hitpoint is rotor on a helicopter, [[true]] will break the rotor as well as play corresponding sound if 'useEffects' is also [[true]].
<dl class='command_description'>
|p7since= arma3 2.18
<!-- Note Section BEGIN -->


<dd class="notedate">
|r1= [[Nothing]]
<dt class="note">'''[[User:Deadfast|Deadfast]]'''
<dd class="note">Damaging specific parts of the vehicle will not update its overall [[damage]] value (as of v1.03):
<pre>
player setHit ["hands", 0.9];
hint str (damage player); //will return 0
</pre>


|x1= <sqf>vehicle player setHit ["motor", 1];</sqf>


|x2= <sqf>vehicle player setHit ["mala vrtule", 0.95];</sqf>


<dd class="notedate">
|x3= <sqf>
<dt class="note">'''[[User:DenV|denisko.redisko]]'''
if (local _heli) then
<dd class="note">Direct use of the names of sections of the model is likely a bad practice, and will not work on some addons.
{
So instead:
_heli setHit ["velka vrtule", 0];
<pre>_MH60S setHit ["elektronika", _hit];</pre>
}
should be used:
else
<pre>_MH60S setHit [getText(configFile >> "cfgVehicles" >> "MH60S" >> "HitPoints" >> "HitAvionics" >> "name"), _hit];</pre>
{
hint ("Vehicle " + str _heli + " must be local to this machine to do that!");
};
</sqf>


|seealso= [[getHit]] [[getHitPointDamage]] [[setHitPointDamage]] [[damage]] [[setDamage]] [[setFuel]] [[setAmmo]] [[getHitIndex]] [[setHitIndex]] [[forceHitPointsDamageSync]]
}}


{{Note
|user= Deadfast
|timestamp= 20090824110900
|text= Damaging specific parts of the vehicle will not update its overall [[damage]] value (as of v1.03):
<sqf>
player setHit ["hands", 0.9];
hint str (damage player); // will return 0
</sqf>
|game= arma2
}}


<dd class="notedate">
{{Note
<dt class="note">'''[[User:LongEnoughName|Sa-Matra]]'''
|user= DenV
<dd class="note">Since there is no getHit (as of 1.61), you can use [[canMove|canMove]] command to check if vehicle is capable of moving.
|timestamp= 20110329142500
 
|text= Direct use of the names of sections of the model is likely a bad practice, and will not work on some addons.
For land wheeled vehicles canMove will return false if any real wheel (damaging nonexistent wheels doesn't count) has hitpoint damage greater than 0.9. Having HitEngine damage greater than 0.9 will make canMove to return false as well (plus will result in vehicle exploding). HitFuel however doesn't make canMove return false even though having high HitFuel damage will make car explode.
So instead:
 
<sqf>_MH60S setHit ["elektronika", _hit];</sqf>
For helicopters HitEngine with damage greater than 0.9 will make canMove return false as well. Having HitHRotor (main rotor) damaged even up to 1 will never make canMove return false. However, if HitVRotor (tail rotor) will have damage greater than 0.703608 it will make canMove return false (even though some helicopters are controllable and flyable by player with broken tail rotor).
should be used:
 
<sqf>_MH60S setHit [getText (configFile >> "cfgVehicles" >> "MH60S" >> "HitPoints" >> "HitAvionics" >> "name"), _hit];</sqf>
In same manner you can use [[canFire|canFire]] to check if turret hitpoints are not damaged enough to be able to fire. (canFire always returns false if there is nobody in vehicle)
}}
 
<!-- Note Section END -->
</dl>
 
<h3 style='display:none'>Bottom Section</h3>
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 14:52, 16 October 2024

Hover & click on the images for description

Description

Description:
Event Handler Triggered
Hit Unchecked
HandleDamage Unchecked
Killed Checked
MPKilled Checked

Set damage on a part of an object.

Some part names are in Czech; see the translation table.
Groups:
Object Manipulation

Syntax

Syntax:
object setHit [part, damage, useEffects, killer, instigator, breakRotor]
Parameters:
object: Object - local object
part: String - name of the part (selection name)
damage: Number - damage value ranging 0..1, 0 being fully functional, 1 being destroyed
since Arma 3 logo black.png1.68
useEffects: Boolean - (Optional, default true) false to skip destruction effects
since Arma 3 logo black.png2.08
killer: Object - (Optional, default objNull) the entity that caused the damage. If the damage leads to the death of the unit, the killer will be used as the object that caused the kill.
  • it can be used to show "killed by player" in debriefing statistics and kill messages in the chat (if death messages are enabled).
  • it will alter the killer's rating as if the killer directly killed the unit.
  • it will be listed as _killer parameter in the Killed event handler.
since Arma 3 logo black.png2.12
instigator: Object - (Optional, default objNull) the person that instigated the damage.
  • if a tank is a killer, the tank gunner that pulled the trigger is instigator
  • it will be listed as _instigator parameter in the Killed event handler.
since Arma 3 logo black.png2.18
breakRotor: Boolean - (Optional, default false) if the hitpoint is rotor on a helicopter, true will break the rotor as well as play corresponding sound if 'useEffects' is also true.
Return Value:
Nothing

Examples

Example 1:
vehicle player setHit ["motor", 1];
Example 2:
vehicle player setHit ["mala vrtule", 0.95];
Example 3:
if (local _heli) then { _heli setHit ["velka vrtule", 0]; } else { hint ("Vehicle " + str _heli + " must be local to this machine to do that!"); };

Additional Information

See also:
getHit getHitPointDamage setHitPointDamage damage setDamage setFuel setAmmo getHitIndex setHitIndex forceHitPointsDamageSync

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
Deadfast - c
Posted on Aug 24, 2009 - 11:09 (UTC)

Damaging specific parts of the vehicle will not update its overall damage value (as of v1.03):

player setHit ["hands", 0.9]; hint str (damage player); // will return 0

DenV - c
Posted on Mar 29, 2011 - 14:25 (UTC)
Direct use of the names of sections of the model is likely a bad practice, and will not work on some addons. So instead:
_MH60S setHit ["elektronika", _hit];
should be used:
_MH60S setHit [getText (configFile >> "cfgVehicles" >> "MH60S" >> "HitPoints" >> "HitAvionics" >> "name"), _hit];