forceHitPointsDamageSync: Difference between revisions
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m (2.16 -> 2.18) |
Killzone Kid (talk | contribs) No edit summary |
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|game1= arma3 | |game1= arma3 | ||
|version1=2.18 | |version1= 2.18 | ||
|arg= local | |arg= local | ||
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|descr= Synchronises hitpoints values and total damage across current network clients as well as JIP. | |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}}). | 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 | ||
Line 27: | Line 26: | ||
house1 addEventHandler ["HandleDamage", | 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 }; | |||
}]; | }]; | ||
</sqf> | </sqf> |
Latest revision as of 00:07, 10 November 2024
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:
Additional Information
- See also:
- getHit getHitPointDamage setHitPointDamage damage setDamage setFuel setAmmo getHitIndex setHitIndex
Notes
-
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