setHit: Difference between revisions

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<dd class="notedate"></dd>
<dt class="note">'''[[User:DenV|denisko.redisko]]'''</dt>
<dd class="note">Direct use of the names of sections of the model is likely a bad practice, and will not work on some addons.
So instead:
<pre>_MH60S setHit ["elektronika", _hit];</pre>
should be used:
<pre>_MH60S setHit [getText(configFile >> "cfgVehicles" >> "MH60S" >> "HitPoints" >> "HitAvionics" >> "name"), _hit];</pre>
</dd>


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Revision as of 14:25, 29 March 2011

Hover & click on the images for description

Description

Description:
Damage / repair part of object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. Note: Some part names are in Czech; see translation table.
Groups:
Uncategorised

Syntax

Syntax:
object setHit [part, damage]
Parameters:
object: Object -
part: String - Name of the part.
damage: Number -
Return Value:
Nothing

Examples

Example 1:
vehicle player setHit ["motor", 1]
Example 2:
vehicle player setHit ["mala vrtule", 0.95]

Additional Information

See also:
See also needed

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

Deadfast
Damaging specific parts of the vehicle will not update its overall damage value (as of v1.03):
player setHit ["hands", 0.9];
hint str (damage player); //will return 0
denisko.redisko
Direct use of the names of sections of the model is likely a bad practice, and will not work on some addons. So instead:
_MH60S setHit ["elektronika", _hit];

should be used:

_MH60S setHit [getText(configFile >> "cfgVehicles" >> "MH60S" >> "HitPoints" >> "HitAvionics" >> "name"), _hit];

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