setDammage: Difference between revisions
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| Damage / repair object. | | Damage / repair object. | ||
Damage 0 means fully functional, damage 1 means completely destroyed / dead. | Damage 0 means fully functional, damage 1 means completely destroyed / dead.<br> | ||
Alias of [[setDamage]], which was introduced to fix a spelling error in this operator's name. |= Description | |||
[[setDamage]] was introduced to fix a spelling error in this operator's name. |= Description | |||
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|x1= < | |x1= <code>_soldier1 [[setDammage]] 1;</code> |= Example 1 | ||
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Revision as of 09:45, 24 October 2014
Description
- Description:
- Damage / repair object.
Damage 0 means fully functional, damage 1 means completely destroyed / dead.
Alias of setDamage, which 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.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Notes: Improper Formatting