setDamage: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
m (code tags; semi-colon;) |
||
Line 28: | Line 28: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
|x1= < | |x1= <code>_soldier1 [[setDamage]] 1;</code> |= Example 1 | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
Revision as of 15:52, 25 December 2014
Description
- Description:
- Damage / repair object. Damage 0 means fully functional, damage 1 means completely destroyed / dead. This function is identical to setDammage. It was introduced to fix a spelling error in original function name.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
_soldier1 setDamage 1;
Additional Information
- See also:
- setDammagedamagegetDammagesetHit
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 1.5
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Command Group: Object Manipulation
- Notes: Improper Formatting