setDamage
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Click on the images for descriptions
Introduced in
- Game:
- Operation Flashpoint
- Version:
- 1.5
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
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
Additional Information
- Multiplayer:
- -
- See also:
- setDammagesetVehicleArmordamagegetDammagesetHitgetHitgetHitIndexsetHitIndexgetHitPointDamagesetHitPointDamage
Notes
Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To
Add New Note | How To
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:
- Pages using duplicate arguments in template calls
- Scripting Commands
- Introduced with Operation Flashpoint version 1.5
- Commands utilizing global arguments
- Commands with global effects
- 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