In Operation Flashpoint, setting a unit's damage to a negative value will set it is health to full, but impair their aim.
Description
| + | 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).
Syntax
Syntax 1
object setDamage damage
Parameters:
object: Objectdamage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killed
Returns: Nothing
Syntax 2
since arma3 1.68
object setDamage [damage, useEffects, killer, instigator, allowResurrection]
Parameters:
object: Objectdamage: Number - range 0..1, 0 = pristine/healthy condition, 1 = entirely destroyed/killeduseEffects: Boolean (Optional, default true) - false to skip destruction effectsServer Execution killer: Object - (Optional, default objNull) 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.- it can be used to show "killed by player" in debriefing statistics and kill messages in the chat (if death messages are enabled).
- it will alter the killer's rating as if the killer directly killed the unit
- it will be listed as
_killerparameter in the Killed event handler - it influences a tree/pole/wall fall direction (it will fall away from killer)
- killer is ignored if setDamage is called on a player client machine unless object is one of these three entity types - see #Example 3
- MP restricted similar to setShotParents, will be ignored unless executed on the server or headless client in MP (since arma3 2.12)
Server Execution instigator: Object - (Optional, default objNull) the person that instigated the damage.- if a tank is a killer, the tank gunner that pulled the trigger is instigator
- it will be listed as
_instigatorparameter in the Killed event handler - MP restricted similar to setShotParents, will be ignored unless executed on the server or headless client in MP
- the above MP restriction does not apply to trees, poles and walls (since arma3 2.12)
allowResurrection: 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
Examples
Example 1
_soldier1 setDamage 1;
Example 2
_house1 setDamage [1, false];
Example 3
// 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)
See also
setVehicleArmor · damage · setHit · getHit · getHitIndex · setHitIndex · getHitPointDamage · setHitPointDamage
Community notes
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;
};