allowDamage: Difference between revisions
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| Allow or prevent an object being damaged (or injured, or killed). | | Allow or prevent an object being damaged (or injured, or killed). The command does not prevent object from taking scripted damage such as [[setDamage]] or [[setHit]]. To check if damage is allowed at current locality, see [[isDamageAllowed]]. | ||
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{{Important|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}} |= Description | |||
{{Important| | |||
If object changes locality, the command needs to be executed again on the new [[owner]]'s machine to maintain the effect | |||
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|p2= allow: [[Boolean]] - |= PARAMETER2 | |p2= allow: [[Boolean]] - |= PARAMETER2 | ||
| [[Nothing]] |= RETURNVALUE | | [[Nothing]] |= RETURNVALUE | ||
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| [[setDamage]], [[setHit]] |= SEEALSO | | [[isDamageAllowed]], [[setDamage]], [[setHit]] |= SEEALSO | ||
|mp=This command only works locally and must be run on all machines to have global affect. |= MPBEHAVIOUR | |mp=This command only works locally and must be run on all machines to have global affect. |= MPBEHAVIOUR |
Revision as of 14:49, 13 March 2017
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 setDamage or setHit. To check if damage is allowed at current locality, see isDamageAllowed.
- Multiplayer:
- This command only works locally and must be run on all machines to have global affect.
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
player allowDamage false;
Additional Information
- See also:
- isDamageAllowedsetDamagesetHit
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
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)