setDamage: Difference between revisions
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<dl class="command_description"> | |||
<dd class="notedate">Posted on May 29, 2015 - 11:23 (UTC)</dd> | |||
<dt class="note">[[User:KamikazeXeX|KamikazeXeX]]</dt> | |||
<dd class="note"> | |||
Using this possible overrides individual hit damages such as setHitPointDamage ["HitHead", _value]; if you're having issues try setting hitdamage after setdamage | |||
</dd> | |||
</dl> | |||
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Revision as of 12:23, 29 May 2015
Description
- Description:
- Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. This function is identical to setDammage. It was introduced to fix a spelling error in original function name.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
_soldier1 setDamage 1;
Additional Information
- See also:
- setDammagedamagegetDammagesetHit
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.
Bottom Section
- 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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.5
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Object Manipulation
- Notes: Improper Formatting