setDamage: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|game([0-9])= *([^ ]+) * +\|version([0-9])= *([^ ]+) * " to "|game$1=$2 |version$3=$4 ") |
Sarogahtyp (talk | contribs) (description for how to repair builings added) |
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<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. | ||
<dt><dt> | |||
<dd class="notedate">[[User:sarogahtyp|sarogahtyp]] ([[User talk:sarogahtyp|talk]]) 10:31, 24 July 2021 (CEST)</dd> | |||
<dt class="note">[[User:Sarogahtyp|Sarogahtyp]]</dt> | |||
<dd class="note">You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house: | |||
<code> | |||
private _dummy = [] spawn | |||
{ | |||
private _house = cursorObject; | |||
_house setDamage 1; | |||
sleep 5; | |||
_house setDamage 0; | |||
}; | |||
</code> | |||
</dd> | |||
</dl> | </dl> |
Revision as of 09:31, 24 July 2021
Description
- Description:
- Damages/hurts or repairs/heals object/unit. Damage 0 means fully functional, damage 1 means completely destroyed / dead.
The alternative syntax allows to switch off destruction effects. - Groups:
- Object Manipulation
Syntax
Alternative Syntax
- Syntax:
- object setDamage [damage, useEffects] Template:Since
- Parameters:
- object: Object
- damage: Number
- useEffects: Boolean (Optional, default true) - To skip destruction effects set it to [false]]
- Return Value:
- Nothing
Examples
Additional Information
- See also:
- setVehicleArmordamagegetDammagesetHitgetHitgetHitIndexsetHitIndexgetHitPointDamagesetHitPointDamage
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 May 29, 2015 - 11:23 (UTC)
- KamikazeXeX
- Using this possible overrides individual hit damages such as setHitPointDamage ["HitHead", _value]; if you're having issues try setting hitdamage after setdamage.
- Posted on April 17, 2006 - 07:36 (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.
- sarogahtyp (talk) 10:31, 24 July 2021 (CEST)
- Sarogahtyp
- You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house:
private _dummy = [] spawn { private _house = cursorObject; _house setDamage 1; sleep 5; _house setDamage 0; };
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: 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