setUnitTrait: Difference between revisions

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| Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a [[Bool|bool]].<br /><br />
| Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a [[Bool|bool]].<br /><br />
Default traits are:
Default traits are:
* audibleCoef (scalar)
*[[Number]] '''audibleCoef''' - A lower value means the unit is harder to hear
* camouflageCoef (scalar)
*[[Number]] '''camouflageCoef''' - A lower value means the unit is harder to spot
* loadCoef (scalar) - Equipment weight multiplier affecting fatigue and stamina
*[[Number]] '''loadCoef''' - Equipment weight multiplier affecting fatigue and stamina
* engineer (bool) - Ability to partially repair vehicles with toolkit, equivalent to <tt>engineer <nowiki>=</nowiki> 1;</tt> in [[CfgVehicles_Config_Reference|CfgVehicles]]
*[[Boolean]] '''engineer''' - Ability to partially repair vehicles with toolkit, equivalent to <tt>engineer <nowiki>=</nowiki> 1;</tt> in [[CfgVehicles_Config_Reference|CfgVehicles]]
* explosiveSpecialist (bool) - Ability to defuse mines with toolkit, equivalent to <tt>canDeactivateMines <nowiki>=</nowiki> 1;</tt> in CfgVehicles
*[[Boolean]] '''explosiveSpecialist''' - Ability to defuse mines with toolkit, equivalent to <tt>canDeactivateMines <nowiki>=</nowiki> 1;</tt> in CfgVehicles
* medic (bool) - Ability to treat self and others with medikit, equivalent to <tt>attendant <nowiki>=</nowiki> 1;</tt> in CfgVehicles
*[[Boolean]] '''medic''' - Ability to treat self and others with medikit, equivalent to <tt>attendant <nowiki>=</nowiki> 1;</tt> in CfgVehicles
* UAVHacker (bool) - Ability to hack drones, equivalent to <tt>uavHacker <nowiki>=</nowiki> 1;</tt> in CfgVehicles
*[[Boolean]] '''UAVHacker''' - Ability to hack drones, equivalent to <tt>uavHacker <nowiki>=</nowiki> 1;</tt> in CfgVehicles


|= Description
|= Description
|unit '''setUnitTrait''' <nowiki>[</nowiki>skill_name, value, isCustom<nowiki>]</nowiki> |= Syntax
|unit '''setUnitTrait''' <nowiki>[</nowiki>skillName, value, isCustom<nowiki>]</nowiki> |= Syntax
|p1= unit: [[Object]] - The unit whose trait should be set
|p1= unit: [[Object]] - The unit whose trait should be set
|p2= skill_name: [[String]] - Name of the skill |= Parameter 2
|p2= skillName: [[String]] - Name of the skill |= Parameter 2
|p3= value: [[Bool]] or [[Number]] - Value (see above) |= Parameter 3
|p3= value: [[Bool]] or [[Number]] - Value (see above) |= Parameter 3
|p4= isCustom (optional): [[Bool]] - Must be set to [[true]] in case of custom|= Param 4
|p4= isCustom (optional): [[Bool]] - Must be set to [[true]] in case of custom|= Param 4

Revision as of 23:23, 27 May 2018

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Description

Description:
Enables or disables a trait or alters a trait of the given unit. Custom trait can only be a bool.

Default traits are:
  • Number audibleCoef - A lower value means the unit is harder to hear
  • Number camouflageCoef - A lower value means the unit is harder to spot
  • Number loadCoef - Equipment weight multiplier affecting fatigue and stamina
  • Boolean engineer - Ability to partially repair vehicles with toolkit, equivalent to engineer = 1; in CfgVehicles
  • Boolean explosiveSpecialist - Ability to defuse mines with toolkit, equivalent to canDeactivateMines = 1; in CfgVehicles
  • Boolean medic - Ability to treat self and others with medikit, equivalent to attendant = 1; in CfgVehicles
  • Boolean UAVHacker - Ability to hack drones, equivalent to uavHacker = 1; in CfgVehicles
Groups:
Uncategorised

Syntax

Syntax:
unit setUnitTrait [skillName, value, isCustom]
Parameters:
unit: Object - The unit whose trait should be set
skillName: String - Name of the skill
value: Bool or Number - Value (see above)
isCustom (optional): Bool - Must be set to true in case of custom
Return Value:
Nothing

Examples

Example 1:
player setUnitTrait ["Medic",true];

Additional Information

See also:
getUnitTrait

Notes

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Notes

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Posted on April 27, 2016 - 18:12 (UTC)
Revo
The higher the value for the loadCoef the less stamina a unit has. Negative values will dramatically increase the stamina actually to a point where it extends the stamina bar.
Posted on October 20, 2017 - 05:49 (UTC)
Midnight
explosiveSpecialist trait can defuse mines (i.e. satchel charges), whilst the engineer trait alone cannot.