allowDamage

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Introduced with Arma 2 version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

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Introduced in

Game:
Arma 2
Version:
1.00

Description

Description:
Allow or prevent an object being damaged (or injured, or killed). The command does not prevent object from taking scripted damage such as setHit, setHitIndex, setHitPointDamage or setDamage. To check if damage is allowed at current locality, see isDamageAllowed.
 ! This command has to be executed where object is local and as long as object does not change locality the effect of this command will be global. If object changes locality, the command needs to be executed again on the new owner's machine to maintain the effect

Syntax

Syntax:
object allowDamage allow
Parameters:
object: Object -
allow: Boolean -
Return Value:
Nothing

Examples

Example 1:
player allowDamage false;

Additional Information

Multiplayer:
This command only works locally and must be run on all machines to have global affect.
See also:
isDamageAllowedsetDamagesetHitsetHitIndexsetHitPointDamage

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
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Notes

Posted on September 2, 2013
AgentRev
_object allowDamage false has the same effect as _object addEventHandler ["HandleDamage", {0}] (except for buildings that are native to the map; for those, the effects of HandleDamage will not sync properly across all clients, even if added to the building on every client and the server)

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