setDamage: Difference between revisions

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|descr= Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings.
|descr= Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings.
{{Feature|informative|Trees, poles and walls fall on destruction. The direction in which they fall depends on whether or not a transport vehicle is close by, then the direction of the fall is calculated away from first found vehicle, most likely to simulate destruction because of collision. Since Arma 3 v2.12, it is possible to influence the direction of the fall by supplying 'killer' entity param, the fall direction will be away from 'killer' position. <sqf>_tree setDamage [1, true, player]</sqf> for example should drop the tree away from the player.}}
{{Feature|informative|Trees, poles and walls fall on destruction. The direction in which they fall depends on whether or not a transport vehicle is close by, then the direction of the fall is calculated away from first found vehicle, most likely to simulate destruction because of collision. Since Arma 3 v2.12, it is possible to influence the direction of the fall by supplying 'killer' entity param, the fall direction will be away from 'killer' position. <sqf>_tree setDamage [1, true, player]</sqf> for example should drop the tree away from the player. In MP setting 'killer' will be ignored if executed not on the server, unless setting damage for trees, walls and poles, then no restriction applies. }}


|s1= object [[setDamage]] damage
|s1= object [[setDamage]] damage

Revision as of 08:54, 27 July 2022

Hover & click on the images for description

Description

Description:
Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings.
Trees, poles and walls fall on destruction. The direction in which they fall depends on whether or not a transport vehicle is close by, then the direction of the fall is calculated away from first found vehicle, most likely to simulate destruction because of collision. Since Arma 3 v2.12, it is possible to influence the direction of the fall by supplying 'killer' entity param, the fall direction will be away from 'killer' position.
_tree setDamage [1, true, player]
for example should drop the tree away from the player. In MP setting 'killer' will be ignored if executed not on the server, unless setting damage for trees, walls and poles, then no restriction applies.
Groups:
Object Manipulation

Syntax

Syntax:
object setDamage damage
Parameters:
object: Object
damage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed
Return Value:
Nothing

Alternative Syntax

Syntax:
object setDamage [damage, useEffects, killer, instigator]
Parameters:
object: Object
damage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed
useEffects: Boolean (Optional, default true) - false to skip destruction effects
since Arma 3 logo black.png2.12
SEServer 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.
  • MP restricted similar to setShotParents, will be ignored unless executed on the server or headless client in MP
since Arma 3 logo black.png2.12
SEServer 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.
  • MP restricted similar to setShotParents, will be ignored unless executed on the server or headless client in MP
Return Value:
Nothing

Examples

Example 1:
_soldier1 setDamage 1;
Example 2:
_house1 setDamage [1, false];

Additional Information

See also:
setVehicleArmor damage setHit getHit getHitIndex setHitIndex getHitPointDamage setHitPointDamage

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
Fragorl - c
Posted on Apr 17, 2006 - 07:36 (UTC)

In Operation Flashpoint, setting a unit's damage to a negative value will set it is health to full, but impair their aim.

KamikazXeX - c
Posted on May 29, 2015 - 11:23 (UTC)
Using this possible overrides individual hit damages such as setHitPointDamage ["HitHead", _value]; if you're having issues try setting hitdamage after setdamage.
Sarogahtyp - c
Posted on Jun 24, 2021 - 10:31 (UTC)
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:
[] spawn { private _house = cursorObject; _house setDamage 1; sleep 5; _house setDamage 0; };