Difference between revisions of "Talk:GetCombatTarget"
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imported>Shademe (→How : Finding the player's Combat Targets ?: I thought of it first) |
imported>Haama (Quick answer, but rest will need to be at forums) |
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::That was my first thought as well :o but walking through nearby references requires OBSE or a rather long spell of scripts to work - Both of which I'm trying to avoid. -- [[User:Shademe|shademe]] 01:17, 5 October 2008 (EDT) | ::That was my first thought as well :o but walking through nearby references requires OBSE or a rather long spell of scripts to work - Both of which I'm trying to avoid. -- [[User:Shademe|shademe]] 01:17, 5 October 2008 (EDT) | ||
:::The spell AoE isn't too bad and has worked for many. If you want to use a centralized script, have the spell pass the NPC's reference to an [[Activate|activator]] [[Activation_Functions|function]] | |||
begin ScriptEffectStart | |||
if (GetCombatTarget == player) | |||
set ActRef.rNPC to GetSelf | |||
ActRef.Activate player, 1 | |||
endif | |||
end | |||
:::The only downside - each NPC can't have its own set of variables, but most of the time their not necessary. I would suggest taking this discussion to the [http://www.bethsoft.com/bgsforums/index.php?showforum=24 forums] for more answers. | |||
:::--[[User:Haama|Haama]] 10:34, 5 October 2008 (EDT) |
Revision as of 09:34, 5 October 2008
How : Finding the player's Combat Targets ?
How do I find out who's in combat with the pC without having a script running on the target ( in form of a token or a script attached to the target ).
Can this be done remotely and the references returned to the originating script ( say a token script running elsewhere on an NPC ) ? -- shademe 02:05, 4 October 2008 (EDT)
- Right now the only thing I can think of would be to indirectly script the player (as directly scripting the player is messy business). Let me elaborate, you could possibly add a scripted ability to the player that retrieves any NPC's within a certain proximity as references. Once that has been done you can check their combat targets then process the appropriate code. You probably won't want to be running the script every frame of gamemode so you could see this article here. I believe you may also find this article to be helpful. Hope it all goes well for you.
- Antares 00:09, 5 October 2008 (EDT)
- That was my first thought as well :o but walking through nearby references requires OBSE or a rather long spell of scripts to work - Both of which I'm trying to avoid. -- shademe 01:17, 5 October 2008 (EDT)
begin ScriptEffectStart if (GetCombatTarget == player) set ActRef.rNPC to GetSelf ActRef.Activate player, 1 endif end