Difference between revisions of "GetCombatTarget"

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imported>Shademe
(Added methods to find PC's combat targets)
imported>Antares
m (Very Minor edit, changed a few words around clarifying what a solution achieved in regards to the player's combat targets.)
Line 4: Line 4:
Returns the calling actor's current combat target.   
Returns the calling actor's current combat target.   


Player.GetCombatTarget will always return 0 as the game cannot read the player's mind.
Player.GetCombatTarget will always return 0 as the game cannot read the player's mind.<BR>
== Notes ==
''- 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.''
*To get the player's combat targets, you can either cast an AoE spell in the vicinity of the player, with the script attached to the spell could be:
==Retrieving the Player's Potential Combat Targets==
*To get the player's potential combat targets, you can either cast an AoE spell in the vicinity of the player, with the script attached to the spell could be:


<pre>begin scriptEffectStart
<pre>begin scriptEffectStart

Revision as of 10:18, 9 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

  • To get the player's potential combat targets, you can either cast an AoE spell in the vicinity of the player, with the script attached to the spell could be:
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 - each NPC can't have its own set of variables, but most of the time their 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.