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Introduced in

Version:3.7

Description

Description:Applies a wound to a unit.

Requires the Advanced Wounding Editor Object to be present in the mission.

Syntax

Syntax:[unit, type, severity, bodypart, [overallDamage, localDamage, applyDamage]] call fn_vbs_aw_addWound
Parameters:
  • unit: Object - Soldier to receive the wound.
  • type: String or Number - Name or ID of type to create.
  • severity: String or Number - Name or ID of severity.
  • bodypart: String or Number - Name or ID of bodypart to affect.
  • overallDamage: Number - Amount of overall damage that should be applied (0 to 1). If -1, then the appropriate damage level is read from the wound configuration.
  • localDamage: Number - Amount of hitzone-specific damage that should be applied (0 to 1). If -1. then the appropriate damage level is read from the wound configuration.
  • applyDamage: Boolean - If false, the wound information is only stored (for later reference), but no actual damage is applied to the unit (optional, default: true).
Return Value:Nothing

Warning

When using functions in VBS versions older than 3.4, certain limitations and requirements should be kept in mind - the main ones being that capitalization of the function name is crucial, and that #include "\vbs2\headers\function_library.hpp" has to be included in every script that utilizes it. More Category VBS Scripting Functions.

Examples

Examples:
[soldier1,5,0,2,[-1,-1]] call fn_vbs_aw_addWound
[soldier1,"BleedProjectile","Severe","Head",[-1,-1]] call fn_vbs_aw_addWound

Additional Information

See also: fn vbs aw getBleedingWounds, fn vbs aw hasWound, fn vbs aw getWoundTreatments
Multiplayer: 
Problems: 

Notes