Alyxm 1 Posted January 18, 2013 Hey i'm an admin on a server trying to get invulnerability, there is definitely something I'm missing here to stop other players from killing me. If not, please help me anyway! thanks again Share this post Link to post Share on other sites
iceman77 18 Posted January 18, 2013 This AddEventHandler ["HandleDamage", {False}]; note: I give everyone the benefit of the doubt... I do hope you're not trying to abuse commands in public servers. Share this post Link to post Share on other sites
tryteyker 28 Posted January 18, 2013 It's quite interesting that allowDamage does not seem to work properly. It doesn't prevent damage fully, and when for example hit by a rocket which causes 1 damage, allowDamage does not trigger and you'll die. Ironically I just PMed Dwarden about it because to me it seemed like a dev issue. Share this post Link to post Share on other sites
Alyxm 1 Posted January 18, 2013 This AddEventHandler ["HandleDamage", {False}]; note: I give everyone the benefit of the doubt... I do hope you're not trying to abuse commands in public servers. Where and how do I implement this? I'm playing on wasteland servers, I wont use it on a public server, I cant, I only know how to put this through pressing u, then debug, proving grounds, and console. This method is only possible via admin status. And this command isn't working via that way. Share this post Link to post Share on other sites
Irafos 10 Posted March 1, 2013 Ok, you have two problems here. 1.) allowDamage does not work in multi-player due to it being run on local machines only. 2.) The following will prevent any unit from taking damage, however, it must be implemented in the init line of the unit whilst editing the mission in the in-game editor. You cannot implement this from the in-game admin console. this addEventHandler ["HandleDamage", {false}]; Share this post Link to post Share on other sites
dcthehole 1 Posted March 2, 2013 (edited) I would do this, add this to your mission init call compile preProcessFile "whitelist.sqf"; Then the whitelist would look like this...Add in your player uid and the other admins if any into the Admin_Array private["_uid"]; _uid = getPlayerUID; Admin_Array = [list,OF,UIDS,SEPARATED,BY,COMMAS]; if(_uid in Admin_Array) then { this addEventHandler ["HandleDamage", {false}]; }; That should solve most of your problems minus what tryteyker was talking about. Let me know if you have any other questions. Edited March 2, 2013 by dcthehole Share this post Link to post Share on other sites
Horner 13 Posted March 2, 2013 Use this instead. [color="#FF0000"]player[/color] addEventHandler ["HandleDamage", {false}]; Share this post Link to post Share on other sites
iceman77 18 Posted March 3, 2013 You don't eben need false either. Turns out... Share this post Link to post Share on other sites
curtisfelton 1 Posted June 3, 2013 The command is - this allowDammage FALSE; Must have two "m". Share this post Link to post Share on other sites
Harzach 2517 Posted June 3, 2013 The command is - this allowDammage FALSE;Must have two "m". You're thinking of getDammage. Share this post Link to post Share on other sites
ChardWreck 10 Posted June 28, 2013 None of the solutions given here so far have fixed this issue. I personally was using 'this allowDamage false;' for testing and certain training units/players. Anyone else have a solution for making players/units invulnerable? Share this post Link to post Share on other sites
f2k sel 164 Posted June 28, 2013 Are you placing them in the right place, if your using this allowDamage false or this addEventHandler ["HandleDamage", {}] they need to go in the units init or waypoint on act. If you use them in a trigger you will need to name the unit then use that name instead of this Share this post Link to post Share on other sites
ChardWreck 10 Posted June 29, 2013 Yep, tried both of them in the units init field. this allowDamage false; was working in alpha. Share this post Link to post Share on other sites
tabakhase 10 Posted July 13, 2013 (edited) Still not happy? I came here in a similar search - but didn't got a working answer in that thread ether. My solution (cause using ACE) where an additional: player setVariable ["ace_w_allow_dam",false,true];player allowDamage false; and to get killed again use: player setVariable ["ace_w_allow_dam",nil,true]; // yes, nil as in unSetplayer allowDamage true; gz. Edited July 13, 2013 by tabakhase removed ace_w_eh, added "turn off" Share this post Link to post Share on other sites