setUnitTrait: Difference between revisions

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* [[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 (except from the same [[side]]), equivalent to {{hl|c= uavHacker = 1;}} in CfgVehicles
* [[Boolean]] '''UAVHacker''' - Ability to hack enemy and frendly 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
* [[Number]] '''camouflageCoef''' - A lower value means the unit is harder to spot
* [[Number]] '''camouflageCoef''' - A lower value means the unit is harder to spot
* [[Number]] '''loadCoef''' - Equipment weight multiplier affecting fatigue and stamina
* [[Number]] '''loadCoef''' - Equipment weight multiplier affecting fatigue and stamina
* [[Number]] '''superHacker''' - additional modifier to '''UAVHacker''' to be able to hack the same [[side]] drones (Since Arma 3 v2.14)


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


|r1= [[Nothing]]
|r1= [[Nothing]]

Latest revision as of 16:53, 8 November 2023

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.

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 frendly 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.