setUnitTrait: Difference between revisions

From Bohemia Interactive Community
mNo edit summary
No edit summary
 
(4 intermediate revisions by 2 users not shown)
Line 10: Line 10:


|descr= Enables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which are [[Boolean]]s and modifiers, which are [[Number]]s. Custom trait can only be a [[Boolean|bool]].<br><br>
|descr= Enables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which are [[Boolean]]s and modifiers, which are [[Number]]s. Custom trait can only be a [[Boolean|bool]].<br><br>
{{Feature|Informative|The command can also be used on vehicles (and drones), and it will get applied to the [[effectiveCommander]] of the vehicle. In addition, if the [[effectiveCommander]] has a trait, it will get applied to the entire vehicle (for example, the vehicle can become harder to spot due to low '''camouflageCoef''')}}
Abilities:
Abilities:
* [[Boolean]] '''engineer''' - Ability to partially repair vehicles with toolkit, equivalent to {{hl|c= engineer = 1;}} in [[CfgVehicles_Config_Reference|CfgVehicles]]
* [[Boolean]] '''engineer''' - Ability to partially repair vehicles with toolkit, equivalent to {{hl|c= engineer = 1;}} in [[CfgVehicles_Config_Reference|CfgVehicles]]
* [[Boolean]] '''explosiveSpecialist''' - Ability to defuse mines with toolkit, equivalent to {{hl|c= canDeactivateMines = 1;}} in CfgVehicles
* [[Boolean]] '''explosiveSpecialist''' - Ability to defuse mines with toolkit, equivalent to {{hl|c= canDeactivateMines = 1;}} in CfgVehicles
* [[Boolean]] '''medic''' - Ability to treat self and others with medikit, equivalent to {{hl|c= attendant = 1;}} in CfgVehicles
* [[Boolean]] '''medic''' - Ability to treat self and others with medikit, equivalent to {{hl|c= attendant = 1;}} in CfgVehicles
* [[Boolean]] '''UAVHacker''' - Ability to hack enemy and frendly drones, equivalent to {{hl|c= uavHacker = 1;}} in CfgVehicles
* [[Boolean]] '''UAVHacker''' - Ability to hack enemy and friendly drones, equivalent to {{hl|c= uavHacker = 1;}} in CfgVehicles
Modifiers:
Modifiers:
* [[Number]] '''audibleCoef''' - A lower value means the unit is harder to hear
* [[Number]] '''audibleCoef''' - A lower value means the unit is harder to hear
Line 22: Line 25:
|s1= unit [[setUnitTrait]] [skillName, value, isCustom]
|s1= unit [[setUnitTrait]] [skillName, value, isCustom]


|p1= unit: [[Object]] - The unit whose trait should be set
|p1= unit: [[Object]] - the unit whose trait should be set


|p2= skillName: [[String]] - Name of the skill
|p2= skillName: [[String]] - name of the skill


|p3= value: [[Boolean]] or [[Number]] - Value (see above)
|p3= value: [[Boolean]] or [[Number]] - value (see above)


|p4= isCustom: [[Boolean]] - (Optional) Must be set to [[true]] in case of custom
|p4= isCustom: [[Boolean]] - (Optional) Must be set to [[true]] in case of custom

Latest revision as of 17:07, 7 June 2025

Hover & click on the images for description

Description

Description:
Enables or disables a trait or alters a trait of the given unit. Unit traits consist of unit abilities, which are Booleans and modifiers, which are Numbers. Custom trait can only be a bool.

The command can also be used on vehicles (and drones), and it will get applied to the effectiveCommander of the vehicle. In addition, if the effectiveCommander has a trait, it will get applied to the entire vehicle (for example, the vehicle can become harder to spot due to low camouflageCoef)

Abilities:

  • Boolean engineer - Ability to partially repair vehicles with toolkit, equivalent to engineer = 1; in CfgVehicles
  • Boolean explosiveSpecialist - Ability to defuse mines with toolkit, equivalent to canDeactivateMines = 1; in CfgVehicles
  • Boolean medic - Ability to treat self and others with medikit, equivalent to attendant = 1; in CfgVehicles
  • Boolean UAVHacker - Ability to hack enemy and friendly drones, equivalent to uavHacker = 1; in CfgVehicles

Modifiers:

  • Number audibleCoef - A lower value means the unit is harder to hear
  • Number camouflageCoef - A lower value means the unit is harder to spot
  • Number loadCoef - Equipment weight multiplier affecting fatigue and stamina
Groups:
Object Manipulation

Syntax

Syntax:
unit setUnitTrait [skillName, value, isCustom]
Parameters:
unit: Object - the unit whose trait should be set
skillName: String - name of the skill
value: Boolean or Number - value (see above)
isCustom: Boolean - (Optional) Must be set to true in case of custom
Return Value:
Nothing

Examples

Example 1:
player setUnitTrait ["Medic", true];

Additional Information

See also:
getUnitTrait getAllUnitTraits

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 2016-04-27 - 18:12 (UTC)
R3vo
The higher the value for the loadCoef the less stamina a unit has. Negative values will dramatically increase the stamina actually to a point where it extends the stamina bar.
Posted on 2017-10-20 - 05:49 (UTC)
Midnight
explosiveSpecialist trait can defuse mines (i.e. satchel charges), whilst the engineer trait alone cannot.