allowDamage: Difference between revisions
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Fred Gandt (talk | contribs) m (Highlighted note in "description" about local/global effects + linked and <code>ed example) |
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<code>_object addEventHandler ["HandleDamage", {false}]</code> | <code>_object addEventHandler ["HandleDamage", {false}]</code> | ||
(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) | |||
<!-- Note Section END --> | <!-- Note Section END --> |
Revision as of 15:35, 9 August 2015
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.
- 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
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", {false}]
(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)