getAllHitPointsDamage: Difference between revisions

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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|Comments=
{{Command


| arma3|Game name=
| arma3
|1.50|Game version=
|1.50
|arg= global|Multiplayer Arguments=
|arg= global


|gr1= Object Manipulation |GROUP1=
|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 |DESCRIPTION=
* 1: full damage


| '''getAllHitPointsDamage''' entity|SYNTAX=
| '''getAllHitPointsDamage''' entity


|p1= entity: [[Object]] - object to be queried |PARAMETER1=
|p1= entity: [[Object]] - object to be queried


| [[Array]] - [] if entity is null or has no shape, otherwise [hitpointsNamesArray, selectionsNamesArray, damageValuesArray]|RETURNVALUE=
| [[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> |Example1=
</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]] |SEEALSO=
| [[setHitPointDamage]], [[getHitPointDamage]], [[setHitIndex]], [[getHitIndex]], [[setHit]], [[getHit]], [[setDamage]], [[damage]]


}}
}}

Revision as of 01:36, 18 January 2021

Hover & click on the images for description

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

See also:
setHitPointDamagegetHitPointDamagesetHitIndexgetHitIndexsetHitgetHitsetDamagedamage

Notes

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Notes

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