Description
Synchronises hitpoints values and total damage across current network clients as well as JIP. Possible uses after executing script commands such as setHit, setHitIndex, setHitPointDamage or in conjunction with HandleDamage event handler (see #Example 2).
Syntax
forceHitPointsDamageSync entity
Parameters:
entity: Object - entity
Returns: Boolean - true if sync was attempted
Examples
Example 1
forceHitPointsDamageSync house1;
Example 2
house1 addEventHandler ["HandleDamage",
{
if (isServer && { _this select 9 == 2 }) then { (_this select 0) spawn { forceHitPointsDamageSync _this; } };
if (_this select 7 find "glass" >= 0) then { _this select 2 } else { 0 };
}];
Multiplayer
Static buildings synchronisation should be executed on the server as the server is the authority in building damage and you would want every client in MP to have the same level of damage as the server has.
See also
getHit · getHitPointDamage · setHitPointDamage · damage · setDamage · setFuel · setAmmo · getHitIndex · setHitIndex