Difference between revisions of "GetCombatTarget"
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Just fixed some grammatical errors and alignment isues
imported>Qazaaq m (adding tooltip to AoE) |
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. |