Difference between revisions of "setDamage"

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(see also)
(alt syntax)
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| Damage / repair object.
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| Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. (This function is an alias of [[setDammage]] and was introduced to fix the obvious spelling error in the original function name)<br><br>
 
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Since Arma 3 v1.67 there is an alternative syntax to this command allowing to switch off destruction effects. |= Description
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. |= Description
 
 
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| [[Nothing]] |= Return value
 
| [[Nothing]] |= Return value
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|s2= object '''setDamage''' [damage, useEffects] &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Since Arma 3 v1.67''|= Syntax
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|p21= object: [[Object]] |= Parameter 21
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|p22= [damage, useEffects]: [[Array]] |= Parameter 22
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|p23= damage: [[Number]] |= Parameter 23
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|p24= useEffects: [[Boolean]] - [[false]] to skip destruction effects. Default: [[true]] |= Parameter 24
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|r2= [[Nothing]] |= Return value
 
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|x1= <code>_soldier1 [[setDamage]] 1;</code> |= Example 1
 
|x1= <code>_soldier1 [[setDamage]] 1;</code> |= Example 1
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|x2= <code>_house1 [[setDamage]] [1, [[false]]];</code> |= Example 2
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| [[setDammage]], [[setVehicleArmor]], [[damage]], [[getDammage]], [[setHit]], [[getHit]], [[getHitIndex]], [[setHitIndex]], [[getHitPointDamage]], [[setHitPointDamage]] |= See also
 
| [[setDammage]], [[setVehicleArmor]], [[damage]], [[getDammage]], [[setHit]], [[getHit]], [[getHitIndex]], [[setHitIndex]], [[getHitPointDamage]], [[setHitPointDamage]] |= See also

Revision as of 14:48, 17 December 2016

Introduced with Operation Flashpoint version ?1.5 ?Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
Hover & click on the images for descriptions

Description

Description:
Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. (This function is an alias of setDammage and was introduced to fix the obvious spelling error in the original function name)

Since Arma 3 v1.67 there is an alternative syntax to this command allowing to switch off destruction effects.

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

i
Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.

Notes

Ceeeb
In OFP, setting a unit's damage to a negative value will set it's health to full, but impair their aim.

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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