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Introduced in

Version:3.7

Description

Description:Checks whether a unit has the specified type of wound.

Requires the "Advanced Wounding" editor object to be present in the mission.

Syntax

Syntax:[unit, woundtype] call fn_vbs_aw_hasWound
Parameters:
Return Value:Boolean - If true, then the specified wound type exists.

Alternative Syntax

Syntax:[unit, woundtype, bodypart] call fn_vbs_aw_hasWound
Parameters:
  • unit: Object - Soldier to check.
  • woundtype: Number - ID of type to check.
  • bodypart: String or Number - Name or ID of bodypart to check. If -1 or non-existent body part name, then all are checked (optional, default: -1).
Return Value:Boolean - If true, then the specified wound type exists at the defined body part.

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:
_wndChk = [player,5] call fn_vbs_aw_hasWound;   // Check for projectile bleeding (using index)
_wndChk= [player,"BleedProjectile"] call fn_vbs_aw_hasWound; // Check for projectile bleeding (using string)
_wndChk= [player,5,3] call fn_vbs_aw_hasWound; // Check for projectile bleeding in left leg (using indices)
_wndChk= [player,5,"leftleg"] call fn_vbs_aw_hasWound; // Check left leg  (using index and string)

Additional Information

See also: fn vbs aw getWounds, fn vbs aw getBleedingWounds
Multiplayer: 
Problems: 

Notes