Fragorl
In Operation Flashpoint, setting a unit's damage to a negative value will set it is health to full, but impair their aim.
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Command · Markdown · JSON · original wiki page
| Event Handler | Triggered |
|---|---|
Hit |
✗ |
HandleDamage |
✗ |
Killed |
✓ |
MPKilled |
✓ |
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).
object setDamage damage
Parameters:
object: Objectdamage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killedReturns: Nothing
since arma3 1.68
object setDamage [damage, useEffects, killer, instigator, allowResurrection]
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
killer: Object - (Optional, default objNull) Server execution 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.
_killer parameter in the Killed event handlerinstigator: Object - (Optional, default objNull) Server execution the person that instigated the damage.
_instigator parameter in the Killed event handlerallowResurrection: Boolean - (Optional, default false) - Will re-set alive state of previously dead object. (since arma3 2.22)
shot: Object - (Optional, default objNull) - shot that caused the damage. (since arma3 2.22)
Returns: Nothing
_soldier1 setDamage 1;
_house1 setDamage [1, false];
// 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)
setVehicleArmor · damage · setHit · getHit · getHitIndex · setHitIndex · getHitPointDamage · setHitPointDamage
In Operation Flashpoint, setting a unit's damage to a negative value will set it is health to full, but impair their aim.
Using this possible overrides individual hit damages such as setHitPointDamage ["HitHead", _value]; if you're having issues try setting hitdamage after setdamage.
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;
};