setUnitAbility: Difference between revisions
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|x1= <sqf>_unit setUnitAbility 1;</sqf> | |x1= <sqf>_unit setUnitAbility 1;</sqf> | ||
|x2= <code>bob [[setUnitAbility]] -[[log]] 0; | |x2= <code>bob [[setUnitAbility]] -[[log]] 0; | ||
hint [[str]] [[skill]] bob; //1.#INF</code> | |||
|seealso= [[skill]] [[setSkill]] [[CfgAISkill]] [[Combat Modes]] | |seealso= [[skill]] [[setSkill]] [[CfgAISkill]] [[Combat Modes]] |
Revision as of 11:33, 12 May 2022
Description
- Description:
- Sets skill of given unit. Unlike setSkill, setUnitAbility can set values > 1. Even though the skill command will correctly return set value, the actual unit ability will be capped to max available.
- Groups:
- AI Behaviour
Syntax
- Syntax:
- unit setUnitAbility value
- Parameters:
- unit: Object
- value: Number
- Return Value:
- Nothing
Examples
- Example 1:
- _unit setUnitAbility 1;
- Example 2:
bob setUnitAbility -log 0; hint str skill bob; //1.#INF
Additional Information
- See also:
- skill setSkill CfgAISkill Combat Modes
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
- Posted on October 8, 2014 - 09:20 (UTC)
- Dwarden
- AFAIK not used in Arma 3 anymore (or equals to setSkill)
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: AI Behaviour
- AI