Difference between revisions of "DamageActorValue"
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imported>Selyb m (→Notes) |
imported>Selyb m (→Notes) |
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*Function also accepts floating point numbers. | *Function also accepts floating point numbers. | ||
*Negative numbers are converted to positive so -100 or 100 will have the same effect. | *Negative numbers are converted to positive so -100 or 100 will have the same effect. | ||
*This function is equivalent to ModActorValue() with a negative number. | |||
*This function modifies the current value as opposed to the base value. | |||
==See Also== | ==See Also== |
Latest revision as of 02:53, 6 February 2013
Description[edit | edit source]
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[edit | edit source]
[ActorREF.]DamageActorValue ActorValue Value or [ActorREF.]DamageAV ActorValue Value
Examples[edit | edit source]
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[edit | edit source]
- Function also accepts floating point numbers.
- Negative numbers are converted to positive so -100 or 100 will have the same effect.
- This function is equivalent to ModActorValue() with a negative number.
- This function modifies the current value as opposed to the base value.
See Also[edit | edit source]
Stats List
ForceActorValue
GetActorValue
GetActorValueInfo
GetBaseActorValue
ModActorValue
RestoreActorValue
SetActorValue
Reference[edit | edit source]
None provided.