setDamage: Difference between revisions

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|arg= global|Multiplayer Arguments=
|arg= global|Multiplayer Arguments=
|gr1= Object Manipulation |GROUP1=
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Revision as of 10:01, 24 September 2020

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Description

Description:
Sets an object's damage value in the range 0..1, 0 meaning fully functional and 1 completely destroyed / dead.
The alternative syntax allows to switch off destruction effects.
Identical to setDammage, typo aside.
Groups:
Object Manipulation

Syntax

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

Alternative Syntax

Syntax:
object setDamage [damage, useEffects] Template:since
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:
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

Notes

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

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