setDamage: Difference between revisions

From Bohemia Interactive Community
m (Text replacement - "\{\{Note([^<]*)<code>([^<]*)<\/code>" to "{{Note$1<sqf>$2</sqf>")
m (Some wiki formatting)
 
(13 intermediate revisions by 2 users not shown)
Line 25: Line 25:
|gr1= Object Manipulation
|gr1= Object Manipulation


|descr= Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings.
|alias= [[setDammage]]
 
|descr=
{{{!}} class="wikitable float-right align-center-col-2"
{{!}}+
! {{Link|Category: Event Handlers|Event Handler}}
! Triggered
{{!}}-
{{!}} {{hl|Hit}}
{{!}} {{Icon|unchecked}}
{{!}}-
{{!}} {{hl|HandleDamage}}
{{!}} {{Icon|unchecked}}
{{!}}-
{{!}} {{hl|Killed}}
{{!}} {{Icon|checked}}
{{!}}-
{{!}} {{hl|MPKilled}}
{{!}} {{Icon|checked}}
{{!}}}
 
Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings and set a tree/pole/wall fall direction (away from ''killer'').


|s1= object [[setDamage]] damage
|s1= object [[setDamage]] damage
Line 35: Line 56:
|r1= [[Nothing]]
|r1= [[Nothing]]


|s2= object [[setDamage]] [damage, useEffects]
|s2= object [[setDamage]] [damage, useEffects, killer, instigator]


|s2since= arma3 1.68
|s2since= arma3 1.68
Line 44: Line 65:


|p23= useEffects: [[Boolean]] (Optional, default [[true]]) - [[false]] to skip destruction effects
|p23= useEffects: [[Boolean]] (Optional, default [[true]]) - [[false]] to skip destruction effects
|p24= {{Icon|serverExec|28}} killer: [[Object]] - (Optional, default [[objNull]]) the entity that caused the damage (can be anything). If the damage leads to the death of the unit, the killer will be used as the object that caused the kill.
* it can be used to show "killed by player" in debriefing statistics and kill messages in the chat (if death messages are enabled).
* it will alter the killer's [[rating]] as if the killer directly killed the unit
* it will be listed as <sqf inline>_killer</sqf> parameter in the [[Arma 3: Event Handlers#Killed|Killed]] event handler
* it influences a tree/pole/wall fall direction (it will fall ''away'' from ''killer'')
* ''killer'' is ignored if [[setDamage]] is called on a player client machine unless ''object'' is one of these three entity types - see {{Link|#Example 3}}
* MP restricted similar to [[setShotParents]], will be ignored unless executed on the server or headless client in MP
|p24since= arma3 2.12
|p25= {{Icon|serverExec|28}} instigator: [[Object]] - (Optional, default [[objNull]]) the person that instigated the damage.
* if a tank is a killer, the tank gunner that pulled the trigger is instigator
* it will be listed as <sqf inline>_instigator</sqf> parameter in the [[Arma 3: Event Handlers#Killed|Killed]] event handler
* MP restricted similar to [[setShotParents]], will be ignored unless executed on the server or headless client in MP
** the above MP restriction does not apply to trees, poles and walls
|p25since= arma3 2.12


|r2= [[Nothing]]
|r2= [[Nothing]]
Line 51: Line 88:
|x2= <sqf>_house1 setDamage [1, false];</sqf>
|x2= <sqf>_house1 setDamage [1, false];</sqf>


|seealso= [[setVehicleArmor]] [[damage]] [[getDammage]] [[setHit]] [[getHit]] [[getHitIndex]] [[setHitIndex]] [[getHitPointDamage]] [[setHitPointDamage]]
|x3= <sqf>
// executed on a client
_remoteVehicle setDamage [1, true, player]; // killer (here, player) is not considered if the command is not called on the server
// the vehicle still gets destroyed
 
_tree setDamage [1, true, player]; // the tree is destroyed and falls away from the player
_pole setDamage [1, true, player]; // these three cases are the only ones where ''killer'' is considered
_wall setDamage [1, true, player]; // when setDamage is called on a non-server machine (neither server or headless client)
</sqf>
 
|seealso= [[setVehicleArmor]] [[damage]] [[setHit]] [[getHit]] [[getHitIndex]] [[setHitIndex]] [[getHitPointDamage]] [[setHitPointDamage]]
}}
}}


Line 62: Line 109:


{{Note
{{Note
|user= KamikazXeX
|user= KamikazeXeX
|timestamp= 20150529112300
|timestamp= 20150529112300
|text= Using this possible overrides individual hit damages such as [[setHitPointDamage]] ["HitHead", _value]; if you're having issues try setting hitdamage ''after'' setdamage.
|text= Using this possible overrides individual hit damages such as [[setHitPointDamage]] ["HitHead", _value]; if you're having issues try setting hitdamage ''after'' setdamage.
Line 71: Line 118:
|timestamp= 20210624103100
|timestamp= 20210624103100
|text= You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house:
|text= You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house:
<sqf>[] spawn
<sqf>
0 spawn
{
{
private _house = cursorObject;
private _house = cursorObject;
Line 77: Line 125:
sleep 5;
sleep 5;
_house setDamage 0;
_house setDamage 0;
};</sqf>
};
</sqf>
}}
}}

Latest revision as of 23:52, 18 May 2025

Hover & click on the images for description

Description

Description:
Event Handler Triggered
Hit Unchecked
HandleDamage Unchecked
Killed Checked
MPKilled Checked
Sets the damage (or lack thereof) of an object/unit. The alternative syntax allows to skip destruction effects for vehicles and buildings and set a tree/pole/wall fall direction (away from killer).
Alias:
setDammage
Groups:
Object Manipulation

Syntax

Syntax:
object setDamage damage
Parameters:
object: Object
damage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed
Return Value:
Nothing

Alternative Syntax

Syntax:
object setDamage [damage, useEffects, killer, instigator]
Parameters:
object: Object
damage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed
useEffects: Boolean (Optional, default true) - false to skip destruction effects
since Arma 3 logo black.png 2.12
SEServer killer: Object - (Optional, default objNull) the entity that caused the damage (can be anything). If the damage leads to the death of the unit, the killer will be used as the object that caused the kill.
  • it can be used to show "killed by player" in debriefing statistics and kill messages in the chat (if death messages are enabled).
  • it will alter the killer's rating as if the killer directly killed the unit
  • it will be listed as _killer parameter in the Killed event handler
  • it influences a tree/pole/wall fall direction (it will fall away from killer)
  • killer is ignored if setDamage is called on a player client machine unless object is one of these three entity types - see Example 3
  • MP restricted similar to setShotParents, will be ignored unless executed on the server or headless client in MP
since Arma 3 logo black.png 2.12
SEServer instigator: Object - (Optional, default objNull) the person that instigated the damage.
  • if a tank is a killer, the tank gunner that pulled the trigger is instigator
  • it will be listed as _instigator parameter in the Killed event handler
  • MP restricted similar to setShotParents, will be ignored unless executed on the server or headless client in MP
    • the above MP restriction does not apply to trees, poles and walls
Return Value:
Nothing

Examples

Example 1:
_soldier1 setDamage 1;
Example 2:
_house1 setDamage [1, false];
Example 3:
// executed on a client _remoteVehicle setDamage [1, true, player]; // killer (here, player) is not considered if the command is not called on the server // the vehicle still gets destroyed _tree setDamage [1, true, player]; // the tree is destroyed and falls away from the player _pole setDamage [1, true, player]; // these three cases are the only ones where killer is considered _wall setDamage [1, true, player]; // when setDamage is called on a non-server machine (neither server or headless client)

Additional Information

See also:
setVehicleArmor damage 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
Fragorl - c
Posted on Apr 17, 2006 - 07:36 (UTC)

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

KamikazeXeX - c
Posted on May 29, 2015 - 11:23 (UTC)
Using this possible overrides individual hit damages such as setHitPointDamage ["HitHead", _value]; if you're having issues try setting hitdamage after setdamage.
Sarogahtyp - c
Posted on Jun 24, 2021 - 10:31 (UTC)
You are able to repair buildings with this command if you just store the original object and use setDamage on this and not on the wreck which is shown after the building was destroyed. This works in debug console when pointing a house:
0 spawn { private _house = cursorObject; _house setDamage 1; sleep 5; _house setDamage 0; };