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{{Command|Comments=
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<h2 style="color:#000066">'''''object'' setDamage ''damage''''</h2>
| ofp |Game name=


|1.5|Game version=


'''Operand types:'''
|eff= global|Multiplayer Effects=


'''object:''' [[Object]]
|arg= global|Multiplayer Arguments=
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'''damage:''' [[Number]]
| Sets an object's damage value in the range 0..1, 0 meaning fully functional and 1 completely destroyed / dead.<br>
The alternative syntax allows to switch off destruction effects.<br><br>
Identical to [[setDammage]], typo aside. |DESCRIPTION=
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'''Type of returned value:'''
| object [[setDamage]] damage |SYNTAX=


[[Nothing]]
|p1= object: [[Object]] |PARAMETER1=


'''Description:'''
|p2= damage: [[Number]] |PARAMETER2=


Damage / repair object.<br>
| [[Nothing]] |RETURNVALUE=
Damage 0 means fully functional, damage 1 means completely destroyed / dead.<br>
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Note: this function is identical to [[setDammage]].<br>
It was introduced to fix a spelling error in original function name.<br>


Example:<br>
|s2= object [[setDamage]] [damage, useEffects] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;(''Since Arma 3 v1.67'')|SYNTAX2=
soldier1 '''setDamage''' 1
 
|p21= object: [[Object]] |PARAMETER21=
 
|p22= [damage, useEffects]: [[Array]] |PARAMETER22=
 
|p23= damage: [[Number]] |PARAMETER23=
 
|p24= useEffects: [[Boolean]] - [[false]] to skip destruction effects. Default: [[true]] |PARAMETER24=
 
|r2= [[Nothing]] |RETURNVALUE2=
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|x1= <code>_soldier1 [[setDamage]] 1;</code> |EXAMPLE1=
 
|x2= <code>_house1 [[setDamage]] [1, [[false]]];</code> |EXAMPLE2=
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| [[setDammage]], [[setVehicleArmor]], [[damage]], [[getDammage]], [[setHit]], [[getHit]], [[getHitIndex]], [[setHitIndex]], [[getHitPointDamage]], [[setHitPointDamage]] |SEEALSO=
}}
 
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
 
<dd class="notedate">
<dt class="note">[[User:Ceeeb|Ceeeb]]
<dd class="note">In '''OFP''', setting a unit's damage to a negative value will set it's health to full, but impair their aim.
 
<!-- Note Section END -->
</dl>
 
<h3 style="display:none">Bottom Section</h3>
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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>
<!-- DISCONTINUE Notes -->

Revision as of 00:08, 5 September 2019

Hover & click on the images for description

Description

Description:
Sets an object's damage value in the range 0..1, 0 meaning fully functional and 1 completely destroyed / dead.
The alternative syntax allows to switch off destruction effects.

Identical to setDammage, typo aside.
Groups:
Uncategorised

Syntax

Syntax:
object setDamage damage
Parameters:
object: Object
damage: Number
Return Value:
Nothing

Alternative Syntax

Syntax:
object setDamage [damage, useEffects]        (Since Arma 3 v1.67)
Parameters:
object: Object
[damage, useEffects]: Array
damage: Number
useEffects: Boolean - false to skip destruction effects. Default: true
Return Value:
Nothing

Examples

Example 1:
_soldier1 setDamage 1;
Example 2:
_house1 setDamage [1, false];

Additional Information

See also:
setDammagesetVehicleArmordamagegetDammagesetHitgetHitgetHitIndexsetHitIndexgetHitPointDamagesetHitPointDamage

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.