Difference between revisions of "DamageActorValue"
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==Notes== | ==Notes== | ||
*Function also accepts floating point numbers. | *Function also accepts floating point numbers. | ||
* '''DamageActorValue''' is always a negative number or zero, use [[RestoreActorValue]] to get the opposite effect. | |||
* '''DamageActorValue''' changes are non-permanent. For permanent changes use [[ModActorValue]]. | |||
==See Also== | ==See Also== |
Latest revision as of 14:37, 11 March 2012
< [[::Category:Functions|Category:Functions]]
A function included in the GECK version 1.1.0.36.
Description
DamageActorValue is called on a Reference and takes two parameters, an ActorValue and a value. The Function alters the damage modifier of a given actor value. The damage modifier is always a negative number, or zero if there is no damage to the actor value. DamageActorValue will decrease the modifier by the given amount.
Syntax
[ActorRefID].DamageActorValue ActorValue:string Value:int|float
Or:
[ActorRefID].DamageAV ActorValue:string Value:int|float
Example
BuddyRef.DamageActorValue Health 5
For example, suppose you have an NPC with 10 points of health as the current reference. If Buddy has 10 points of health, then this would subtract 5 from the damage modifier and now GetActorValue health returns 5.
Notes
- Function also accepts floating point numbers.
- DamageActorValue is always a negative number or zero, use RestoreActorValue to get the opposite effect.
- DamageActorValue changes are non-permanent. For permanent changes use ModActorValue.