allowDamage: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " <dd class="notedate">" to " <dt><dt> <dd class="notedate">") |
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'''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.</dd> | '''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.</dd> | ||
</dl> | </dl> |
Revision as of 01:32, 6 April 2021
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.
- Multiplayer:
- Alias:
- allowDammage
- Groups:
- Object Manipulation
Syntax
- Syntax:
- object allowDamage allow
- Parameters:
- object: Object
- allow: Boolean
- Return Value:
- Nothing
Examples
- Example 1:
player allowDamage false;
Additional Information
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
- 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.