allowDamage: Difference between revisions

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(Undo revision 92470 by Commy2 (talk) no effect on sethit)
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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).
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The command does not prevent object from taking scripted damage by [[setDamage]]. It does prevent damage from [[setHit]] and [[setHitIndex]].
The command does not prevent object from taking scripted damage such as [[setDamage]] or [[setHit]].
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Soldiers can still drown.
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{{Important|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.
{{Important|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.

Revision as of 00:53, 17 October 2015

Hover & click on the images for description

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.
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.
Multiplayer:
This command only works locally and must be run on all machines to have global affect.
Groups:
Uncategorised

Syntax

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

Examples

Example 1:
player allowDamage false;

Additional Information

See also:
setDamagesetHit

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)

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