modding:function:objdamage
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objDamage
Syntax | (objDamage obj weaponType objSource [pos] [options]) → result |
---|---|
Arguments | obj: The SpaceObject to damage |
weaponType: unid of weapon to use to damage the object | |
objSource: the source of the damage | |
[pos]: Position vector of the damage on the receiving object | |
[options]: ? | |
Returns | result: String code representing the result of the damage |
Category | spaceObject functions |
Description | Use to damage an object directly through a function. Used on Pteravores. |
objSource
- Nil
- SpaceObject
- (name flags)
- name: The string name of the cause
- flags:
- (obj [cause] [secondaryObj] [noun] [nounFlags])
- obj: The source of the damage
- cause: A destroyReason
- secondaryObj: Unused
- noun:
- nounFlags:
options
- 'fullResult
- 'noHitEffect
result
- 'noDamage
- 'absorbedByShields
- 'armorHit
- 'structuralHit (same as armorHit, but for stations)
- 'destroyed
- 'passthrough
- 'passthroughDestroyed (obj was destroyed AND the shot passed through)
- 'destroyedAbandoned (station was destroyed)
- “noDamageNoPassthrough”,
Example
(objDamage gPlayership &itLaserCannon; overlayObj)
Causes the overlayObj to damage the playership with the same damage as a laser cannon, at the center of the ship with a hit effect. In this case, you could use objGetOverlayPos to retrieve a value for the [pos] field.
Return to Space Object functions list
Return to functions list
References
modding/function/objdamage.txt · Last modified: 2017/06/26 03:40 by 0xabcdef