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Vehicle Take Damage

Runs when the vehicle take damage interaction occurs for an eligible participant/entity in the plot.

Event → Choose Operation → Entity → Health & Combat → Vehicle Take Damage. Configure with Dev access and compile.

Default Event Target has declared type entity. Only values actually supplied by this event are available.

Use Game Values and Target Objects appropriate to this event. Unavailable event data reports an error rather than silently producing a usable default. Damage events expose final damage, raw damage, and cause. Attacker, victim, and projectile roles depend on the direct/causing source.

Event: Vehicle Take Damage
Call Method → Event Target → Set Name
Name: Event observed

Declare any Public destination first. Test by performing the described interaction in Play; some events require the matching entity/item/game context. Use the example as an observation handler, then replace it with your intended behavior.

Event mutations/cancellation must run while the original synchronous event is active. A Wait or suspension ends that opportunity. Captured event values can remain readable afterward. Check that participants still belong to Play before applying later actions. Repeated movement/interaction triggers can create many tasks if each starts detached work.

Events and targets · Control flow · Async calls

Reference identifier: entity_vehicle_damage.