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Bug: setDamage "useEffects" ignored in serverside execution
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Description

The setDamage command has an optional parameter "useEffects", which dictates whether the damaged object should skip destruction effects (e.g. building collapse animation, particle effects, etc). In multiplayer, this argument works fine when setDamage is executed by a client, but is ignored when executed by the server.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Scripting
Steps To Reproduce

To reproduce, join a dedicated multiplayer session, and run the following commands on the client, while aiming at a destructible terrain object (e.g. a house):

// Correct behaviour: destruction effects are skipped
[cursorTarget, [1, false]] remoteExecCall ["setDamage", clientOwner]; // Local execution
// Incorrect behaviour: destruction effects are NOT skipped (but should have been skipped)
[cursorTarget, [1, false]] remoteExecCall ["setDamage", 2]; // Serverside execution
Additional Information

The same (incorrect) behaviour can be observed with setHitPointDamage, which also has a "useEffects" parameter.