Difference between revisions of "GetCombatTarget"
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imported>Antares m (Very Minor edit, changed a few words around clarifying what a solution achieved in regards to the player's combat targets.) |
imported>Shademe m (Just fixed some grammatical errors and alignment isues) |
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Player.GetCombatTarget will always return 0 as the game cannot read the player's mind.<BR> | Player.GetCombatTarget will always return 0 as the game cannot read the player's mind.<BR> | ||
''- A loose workaround for this can be done by checking the combat targets of any NPC's within a given proximity of the Player, see below.'' | :''- A loose workaround for this can be done by checking the combat targets of any NPC's within a given proximity of the Player, see below.'' | ||
==Retrieving the Player's Potential Combat Targets== | ==Retrieving the Player's Potential Combat Targets== | ||
*To get the player's potential combat targets, | *To get the player's potential combat targets, an {{Tooltip|AoE|Area of Effect}} spell can be cast in the vicinity of the player, with a script attached : | ||
begin ScriptEffectStart | |||
if ( | if ( GetCombatTarget == player ) | ||
; Do stuff | ; Do stuff | ||
endif | |||
end | end | ||
To use a centralized script, have the spell pass the NPC's reference to an [[Activate|activator]] [[Activation_Functions|function]] | To use a centralized script, have the spell pass the NPC's reference to an [[Activate|activator]] [[Activation_Functions|function]] | ||
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end | end | ||
The downside | The downside to this solution is that each NPC can't have its own set of variables, but most of the time they are not necessary. | ||
* In turn, OBSE's [[GetFirstRef|Reference Walking Functions]] to get the references within a certain proximity to the player, check for their combat targets and do the appropriate code. Make sure this script in second intervals or greater. To track the combat targets, a [[Pluggy|Pluggy]] reference array can be used. | * In turn, OBSE's [[GetFirstRef|Reference Walking Functions]] to get the references within a certain proximity to the player, check for their combat targets and do the appropriate code. Make sure this script in second intervals or greater. To track the combat targets, a [[Pluggy|Pluggy]] reference array can be used. |
Latest revision as of 02:20, 10 October 2008
Syntax:
[ActorID.]GetCombatTarget
Returns the calling actor's current combat target.
Player.GetCombatTarget will always return 0 as the game cannot read the player's mind.
- - A loose workaround for this can be done by checking the combat targets of any NPC's within a given proximity of the Player, see below.
Retrieving the Player's Potential Combat Targets[edit | edit source]
- To get the player's potential combat targets, an AoE spell can be cast in the vicinity of the player, with a script attached :
begin ScriptEffectStart if ( GetCombatTarget == player ) ; Do stuff endif end
To use a centralized script, have the spell pass the NPC's reference to an activator function
begin ScriptEffectStart if (GetCombatTarget == player) set ActRef.rNPC to GetSelf ActRef.Activate player, 1 endif end
The downside to this solution is that each NPC can't have its own set of variables, but most of the time they are not necessary.
- In turn, OBSE's Reference Walking Functions to get the references within a certain proximity to the player, check for their combat targets and do the appropriate code. Make sure this script in second intervals or greater. To track the combat targets, a Pluggy reference array can be used.
For a pseudo-code example, look into this forum thread.