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.
Description
Description
Details
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.
Related Objects
Related Objects