getDammage: Difference between revisions
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|game1= ofp | |game1= ofp | ||
|version1= 1.00 | |version1= 1.00 | ||
|game2= | |game2= ofpe | ||
|version2= 1.00 | |version2= 1.00 | ||
|game3= | |game3= arma1 | ||
|version3= 1.00 | |version3= 1.00 | ||
|game4= | |game4= arma2 | ||
|version4= 1.00 | |||
|version4= 1. | |||
|game5= | |game5= arma2oa | ||
|version5= 1.50 | |||
| | |game6= tkoh | ||
|version6= 1.00 | |||
| | |game7= arma3 | ||
|version7= 0.50 | |||
| | |||
|gr1= Object Manipulation | |gr1= Object Manipulation | ||
Line 33: | Line 30: | ||
|s1= [[getDammage]] object | |s1= [[getDammage]] object | ||
|p1 = object: [[Object]] | |p1= object: [[Object]] | ||
|r1= [[Number]] | |r1= [[Number]] | ||
|x1 = < | |x1= <sqf>private _damage = getDammage player;</sqf> | ||
|seealso= [[damage]] | |seealso= [[damage]] [[setDamage]] [[setDammage]] [[setHit]] [[getHit]] [[getHitIndex]] [[setHitIndex]] [[getHitPointDamage]] [[setHitPointDamage]] | ||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on 2011-05-09 - 13:10 (CEST)</dd> | ||
<dt class="note">[[User:Demonized|Demonized]]</dt> | <dt class="note">[[User:Demonized|Demonized]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
[[getDammage]] and [[damage]] work fine when used on damaged vehicles after a repair from a repair truck when used in {{arma2oa}} patch 1.59. | [[getDammage]] and [[damage]] work fine when used on damaged vehicles after a repair from a repair truck when used in {{arma2oa}} patch 1.59. | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on | <dd class="notedate">Posted on 2007-01-31 - 04:25 (CEST)</dd> | ||
<dt class="note">[[User:Ceeeb|Ceeeb]]</dt> | <dt class="note">[[User:Ceeeb|Ceeeb]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
In '''{{ofp}} 1.96''', it is possible for a unit to be dead and still return a getDammage value well below 1. Use ![[alive]] to check if a unit is dead. | In '''{{ofp}} 1.96''', it is possible for a unit to be dead and still return a getDammage value well below 1. Use ![[alive]] to check if a unit is dead. | ||
<dt><dt> | <dt><dt> | ||
<dd class="notedate">Posted on 13 August 13, | <dd class="notedate">Posted on 13 August 13, 2006 - 12:29 (CEST)</dd> | ||
<dt class="note">[[User:UNN|UNN]]</dt> | <dt class="note">[[User:UNN|UNN]]</dt> | ||
<dd class="note"> | <dd class="note"> |
Latest revision as of 23:02, 13 May 2023
Description
- Description:
- Returns the object damage in the range from 0 to 1.
- Alias:
- damage
- Groups:
- Object Manipulation
Syntax
- Syntax:
- getDammage object
- Parameters:
- object: Object
- Return Value:
- Number
Examples
- Example 1:
Additional Information
- See also:
- damage setDamage setDammage setHit getHit getHitIndex setHitIndex getHitPointDamage setHitPointDamage
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
- Posted on 2011-05-09 - 13:10 (CEST)
- Demonized
- getDammage and damage work fine when used on damaged vehicles after a repair from a repair truck when used in Arma 2: Operation Arrowhead patch 1.59.
- Posted on 2007-01-31 - 04:25 (CEST)
- Ceeeb
- In Operation Flashpoint 1.96, it is possible for a unit to be dead and still return a getDammage value well below 1. Use !alive to check if a unit is dead.
- Posted on 13 August 13, 2006 - 12:29 (CEST)
- UNN
- In Operation Flashpoint vehicles repaired in game with the Repair trucks e.t.c never get completely repaired. After being repaired, rather than returning 0 when the damage command is called. They return a value equal to or less than 0.09. Consequently any vehicle flagged as immobile (as indicated by the canMove command), remains so. At least as far as the AI are concerned. The AI will refuse to board an immobile vehicle or eject straight after boarding. Players remain unaffected and can drive the vehicle as normal. To circumvent this, use setDamage 0 on the vehicle in question, to allow the AI to board.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Object Manipulation