getAllHitPointsDamage: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " *\|= * " to " ") |
Lou Montana (talk | contribs) m (Text replacement - " *\| *([Cc]omments|COMMENTS|Game|[Gg]ame [Nn]ame|Game [Vv]ersion|Game Version \(number surrounded by NO SPACES\)|Multiplayer Arguments( \("local" or "global"\))?|Effects|Multiplayer Effects( \("local" or "global"\))?|Multiplayer Exe...) |
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{{Command | {{Command | ||
| arma3 | | arma3 | ||
|1.50 | |1.50 | ||
|arg= global | |arg= global | ||
|gr1= Object Manipulation | |gr1= Object Manipulation | ||
| Returns 3 arrays for easy cross reference: 1st - array of hit point names, 2nd - array of hit selection names, 3rd - array of damage values. All values in all arrays are ordered accordingly to hit part index for convenience and for use in [[setHitIndex]] and [[getHitIndex]]. Levels of damage are: | | Returns 3 arrays for easy cross reference: 1st - array of hit point names, 2nd - array of hit selection names, 3rd - array of damage values. All values in all arrays are ordered accordingly to hit part index for convenience and for use in [[setHitIndex]] and [[getHitIndex]]. Levels of damage are: | ||
* 0: no damage | * 0: no damage | ||
* 1: full damage | * 1: full damage | ||
| '''getAllHitPointsDamage''' entity | | '''getAllHitPointsDamage''' entity | ||
|p1= entity: [[Object]] - object to be queried | |p1= entity: [[Object]] - object to be queried | ||
| [[Array]] - [] if entity is null or has no shape, otherwise [hitpointsNamesArray, selectionsNamesArray, damageValuesArray] | | [[Array]] - [] if entity is null or has no shape, otherwise [hitpointsNamesArray, selectionsNamesArray, damageValuesArray] | ||
|x1= <code>[[getAllHitPointsDamage]] [[player]]; | |x1= <code>[[getAllHitPointsDamage]] [[player]]; | ||
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//[0,0,0,0,0,0,0,0,0,0,0,0] | //[0,0,0,0,0,0,0,0,0,0,0,0] | ||
//] | //] | ||
</code> | </code> | ||
|x2= <code>[[getAllHitPointsDamage]] ([[vehicle]] [[player]]); | |x2= <code>[[getAllHitPointsDamage]] ([[vehicle]] [[player]]); | ||
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</code> | </code> | ||
| [[setHitPointDamage]], [[getHitPointDamage]], [[setHitIndex]], [[getHitIndex]], [[setHit]], [[getHit]], [[setDamage]], [[damage]] | | [[setHitPointDamage]], [[getHitPointDamage]], [[setHitIndex]], [[getHitIndex]], [[setHit]], [[getHit]], [[setDamage]], [[damage]] | ||
}} | }} |
Revision as of 00:36, 18 January 2021
Description
- Description:
- Returns 3 arrays for easy cross reference: 1st - array of hit point names, 2nd - array of hit selection names, 3rd - array of damage values. All values in all arrays are ordered accordingly to hit part index for convenience and for use in setHitIndex and getHitIndex. Levels of damage are:
- 0: no damage
- 1: full damage
- Groups:
- Object Manipulation
Syntax
- Syntax:
- getAllHitPointsDamage entity
- Parameters:
- entity: Object - object to be queried
- Return Value:
- Array - [] if entity is null or has no shape, otherwise [hitpointsNamesArray, selectionsNamesArray, damageValuesArray]
Examples
- Example 1:
getAllHitPointsDamage player; //[ //["hitface","hitneck","hithead","hitpelvis","hitabdomen","hitdiaphragm","hitchest","hitbody","hitarms","hithands","hitlegs","incapacitated"], //["face_hub","neck","head","pelvis","spine1","spine2","spine3","body","arms","hands","legs","body"], //[0,0,0,0,0,0,0,0,0,0,0,0] //]
- Example 2:
getAllHitPointsDamage (vehicle player); //[ //["hithull","hitengine","hitengine2","hitavionics","hitfuel","hitfuel2","hitglass1","hitlaileron","hitraileron","hitlcrudder","hitrrudder","hitlcelevator","hitrelevator","#gear_f_lights"], //["hithull","hitengine","hitengine2","hitavionics","hitfuel","hitfuel2","hitglass1","hitlaileron","hitraileron","hitlcrudder","hitrrudder","hitlcelevator","hitrelevator"," "], //[0,0,0,0,0,0,0,0,0,0,0,0,0,0] //]
Additional Information
Notes
-
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