forceHitPointsDamageSync: Difference between revisions

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|game1= arma3
|game1= arma3
|version1=2.16
|version1= 2.18
|branch= dev


|arg= local
|arg= local
Line 11: Line 10:
|gr1= Object Manipulation
|gr1= Object Manipulation


|descr= Synchronizes hitpoints valuse andtotal damage across current network clients as well as JIP. Possible uses after executing script commands such as [[setHit]], [[setHitIndex]], [[setHitPointDamage]] or in conjunction with [[Arma_3:_Event_Handlers#HandleDamage | HandleDamage]] event handler (see example 2). To sync static buildings, execute on the [[isServer | server]].
|descr= Synchronises hitpoints values and total damage across current network clients as well as JIP.
Possible uses after executing script commands such as [[setHit]], [[setHitIndex]], [[setHitPointDamage]] or in conjunction with {{Link|Arma 3: Event Handlers#HandleDamage|HandleDamage}} event handler (see {{Link|#Example 2}}).
 
|mp= Static buildings synchronisation should be executed on the [[isServer|server]] as the server is the authority in building damage and you would want every client in MP to have the same level of damage as the server has.


|s1= [[forceHitPointsDamageSync]] entity
|s1= [[forceHitPointsDamageSync]] entity
|p1= entity: [[Object]] - entity
|p1= entity: [[Object]] - entity


|r1= [[Boolean]] - true if sync was attempted
|r1= [[Boolean]] - [[true]] if sync was attempted
 
|x1= <sqf>forceHitPointsDamageSync house1;</sqf>
|x1= <sqf>forceHitPointsDamageSync house1;</sqf>


|x2= <sqf>house1 addEventHandler ["HandleDamage",  
|x2= <sqf>
house1 addEventHandler ["HandleDamage",  
{
{
  if (_this select 9 == 2) then {_this spawn {if (isServer) then {forceHitPointsDamageSync (_this select 0)}}};
if (isServer && { _this select 9 == 2 }) then { (_this select 0) spawn { forceHitPointsDamageSync _this; } };
  if (_this select 7 find "glass" >= 0) then {_this select 2} else {0};
if (_this select 7 find "glass" >= 0) then { _this select 2 } else { 0 };
}];</sqf>
}];
</sqf>


|seealso= [[getHit]] [[getHitPointDamage]] [[setHitPointDamage]] [[damage]] [[setDamage]] [[setFuel]] [[setAmmo]] [[getHitIndex]] [[setHitIndex]]
|seealso= [[getHit]] [[getHitPointDamage]] [[setHitPointDamage]] [[damage]] [[setDamage]] [[setFuel]] [[setAmmo]] [[getHitIndex]] [[setHitIndex]]
}}
}}

Latest revision as of 00:07, 10 November 2024

Hover & click on the images for description

Description

Description:
Synchronises hitpoints values and total damage across current network clients as well as JIP. Possible uses after executing script commands such as setHit, setHitIndex, setHitPointDamage or in conjunction with HandleDamage event handler (see Example 2).
Multiplayer:
Static buildings synchronisation should be executed on the server as the server is the authority in building damage and you would want every client in MP to have the same level of damage as the server has.
Groups:
Object Manipulation

Syntax

Syntax:
forceHitPointsDamageSync entity
Parameters:
entity: Object - entity
Return Value:
Boolean - true if sync was attempted

Examples

Example 1:
forceHitPointsDamageSync house1;
Example 2:
house1 addEventHandler ["HandleDamage", { if (isServer && { _this select 9 == 2 }) then { (_this select 0) spawn { forceHitPointsDamageSync _this; } }; if (_this select 7 find "glass" >= 0) then { _this select 2 } else { 0 }; }];

Additional Information

See also:
getHit getHitPointDamage setHitPointDamage damage setDamage setFuel setAmmo getHitIndex setHitIndex

Notes

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