setDammage: Difference between revisions
Jump to navigation
Jump to search
(mass edit: removing obsolete </dt> and </dd> tags) |
m (Text replace - "{{uc:{{PAGENAME}}}}" to "{{uc:{{PAGENAME}}}} {{uc:{{PAGENAME}}}}") |
||
Line 52: | Line 52: | ||
[[Category:Scripting Commands ArmA|SETDAMMAGE]] | [[Category:Scripting Commands ArmA|SETDAMMAGE]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] |
Revision as of 11:29, 2 November 2011
Description
- Description:
- Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. This function is identical to setDamage. setDamage was introduced to fix a spelling error in this operator's name.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
_soldier1 setDammage 1
Additional Information
- See also:
- setDamagedamagegetDammage
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
- 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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Take On Helicopters