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). | ||
<br> | <br> | ||
The command does not prevent object from taking scripted damage | The command does not prevent object from taking scripted damage such as [[setDamage]] or [[setHit]]. | ||
<br> | <br> | ||
{{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 23:53, 16 October 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.
Only post proven facts here! Add Note
Notes
- Posted on September 2, 2013
- AgentRev
-
_object allowDamage falsehas 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)