setDamage: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (code tags; semi-colon;)
No edit summary
Line 58: Line 58:
[[Category:Command_Group:_Object_Manipulation|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Object_Manipulation|{{uc:{{PAGENAME}}}}]]
[[Category:Notes: Improper Formatting|{{uc:{{PAGENAME}}}}]]
[[Category:Notes: Improper Formatting|{{uc:{{PAGENAME}}}}]]
<!-- CONTINUE Notes -->
<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 13:23, 29 May 2015

Hover & click on the images for description

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

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

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