setDamage: Difference between revisions

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| Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. (This function is an alias of [[setDammage]] and was introduced to fix the obvious spelling error in the original function name)<br><br>
| Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. (This function is an alias of [[setDammage]] and was introduced to fix the obvious spelling error in the original function name)<br><br>
Since Arma 3 v1.67 there is an alternative syntax to this command allowing to switch off destruction effects. |= Description
Since Arma 3 v1.67 there is an alternative syntax to this command allowing to switch off destruction effects. |DESCRIPTION=
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| object '''setDamage''' damage |= Syntax
| object '''setDamage''' damage |SYNTAX=


|p1= object: [[Object]] |= Parameter 1
|p1= object: [[Object]] |PARAMETER1=
|p2= damage: [[Number]] |= Parameter 2
|p2= damage: [[Number]] |PARAMETER2=


| [[Nothing]] |= Return value
| [[Nothing]] |RETURNVALUE=


|s2= object '''setDamage''' [damage, useEffects] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Since Arma 3 v1.67''|= Syntax
|s2= object '''setDamage''' [damage, useEffects] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Since Arma 3 v1.67''|SYNTAX=


|p21= object: [[Object]] |= Parameter 21
|p21= object: [[Object]] |PARAMETER2=1
|p22= [damage, useEffects]: [[Array]] |= Parameter 22
|p22= [damage, useEffects]: [[Array]] |PARAMETER2=2
|p23= damage: [[Number]] |= Parameter 23
|p23= damage: [[Number]] |PARAMETER2=3
|p24= useEffects: [[Boolean]] - [[false]] to skip destruction effects. Default: [[true]] |= Parameter 24
|p24= useEffects: [[Boolean]] - [[false]] to skip destruction effects. Default: [[true]] |PARAMETER2=4


|r2= [[Nothing]] |= Return value
|r2= [[Nothing]] |RETURNVALUE=
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|x1= <code>_soldier1 [[setDamage]] 1;</code> |= Example 1
|x1= <code>_soldier1 [[setDamage]] 1;</code> |EXAMPLE1=


|x2= <code>_house1 [[setDamage]] [1, [[false]]];</code> |= Example 2
|x2= <code>_house1 [[setDamage]] [1, [[false]]];</code> |EXAMPLE2=
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| [[setDammage]], [[setVehicleArmor]], [[damage]], [[getDammage]], [[setHit]], [[getHit]], [[getHitIndex]], [[setHitIndex]], [[getHitPointDamage]], [[setHitPointDamage]] |= See also
| [[setDammage]], [[setVehicleArmor]], [[damage]], [[getDammage]], [[setHit]], [[getHit]], [[getHitIndex]], [[setHitIndex]], [[getHitPointDamage]], [[setHitPointDamage]] |SEEALSO=


}}
}}

Revision as of 14:46, 7 April 2019

Hover & click on the images for description

Description

Description:
Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. (This function is an alias of setDammage and was introduced to fix the obvious spelling error in the original function name)

Since Arma 3 v1.67 there is an alternative syntax to this command allowing to switch off destruction effects.
Groups:
Uncategorised

Syntax

Syntax:
object setDamage damage
Parameters:
object: Object
damage: Number
Return Value:
Nothing

Alternative Syntax

Syntax:
object setDamage [damage, useEffects]        Since Arma 3 v1.67
Parameters:
object: Object
[damage, useEffects]: Array
damage: Number
useEffects: Boolean - false to skip destruction effects. Default: true
Return Value:
Nothing

Examples

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

Additional Information

See also:
setDammagesetVehicleArmordamagegetDammagesetHitgetHitgetHitIndexsetHitIndexgetHitPointDamagesetHitPointDamage

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.

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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