getDammage: Difference between revisions
Jump to navigation
Jump to search
m (Text replace - "</dt>" to "") |
m (Text replace - "</dd>" to "") |
||
Line 26: | Line 26: | ||
<dd class="note"> | <dd class="note"> | ||
getDammage and damage works fine when used on damaged vehicles after a repair from a repairtruck when used in A2 CO patch 1.59. | getDammage and damage works fine when used on damaged vehicles after a repair from a repairtruck when used in A2 CO patch 1.59. | ||
<dt class="note">'''[[User:UNN|UNN]]'''<dd class="note"> | <dt class="note">'''[[User:UNN|UNN]]'''<dd class="note"> | ||
Line 32: | Line 32: | ||
Consequently any vehicle flagged as immobile (as indicated by the [[canMove]] command), remains so. At least as far as the AI are concerned. The AI will refuse to board an immobile vehicle or eject straight after boarding. Players remain unaffected and can drive the vehicle as normal. To circumvent this, use [[setDamage]] 0 on the vehicle in question, to allow the AI to board. | Consequently any vehicle flagged as immobile (as indicated by the [[canMove]] command), remains so. At least as far as the AI are concerned. The AI will refuse to board an immobile vehicle or eject straight after boarding. Players remain unaffected and can drive the vehicle as normal. To circumvent this, use [[setDamage]] 0 on the vehicle in question, to allow the AI to board. | ||
<dt class="note">'''[[User:Ceeeb|Ceeeb]]''' | <dt class="note">'''[[User:Ceeeb|Ceeeb]]''' | ||
<dd class="note"> | <dd class="note"> | ||
In '''OFP 1.96''', it is possible for a unit to be dead and still return a getDammage value well below 1. Use ![[alive]] to check if a unit is dead. | In '''OFP 1.96''', it is possible for a unit to be dead and still return a getDammage value well below 1. Use ![[alive]] to check if a unit is dead. | ||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 13:34, 21 October 2011
Description
- Description:
- Returns the object damage in the range from 0 to 1.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
_damage= getDammage player
Additional Information
- See also:
- damagesetDamagesetDammage
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
-
--Demonized 13:10, 9 May 2011 (CEST)
- getDammage and damage works fine when used on damaged vehicles after a repair from a repairtruck when used in A2 CO patch 1.59.
- UNN
- Vehicles repaired in game with the Repair trucks e.t.c never get completely repaired. After being repaired, rather than returning 0 when the damage command is called. They return a value equal to or less than 0.09. Consequently any vehicle flagged as immobile (as indicated by the canMove command), remains so. At least as far as the AI are concerned. The AI will refuse to board an immobile vehicle or eject straight after boarding. Players remain unaffected and can drive the vehicle as normal. To circumvent this, use setDamage 0 on the vehicle in question, to allow the AI to board.
- Ceeeb
- In OFP 1.96, it is possible for a unit to be dead and still return a getDammage value well below 1. Use !alive to check if a unit is dead.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Object Information
- Scripting Commands ArmA2