Difference between revisions of "EVENT TYPE COMBAT INITIATED"
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− | + | {{event | |
− | + | |sourcefile=script.ldf | |
− | + | |when=Fires whenever the attack command is added into the command queue. Used to set combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack. | |
− | + | |from=[[Engine]] | |
− | + | |to=[[creature]]s, players | |
− | + | |tocategory1=creature | |
− | + | |sortkey=COMBAT_INITIATED | |
− | + | |creatorname= oAttacker | |
− | + | |creatordesc= attacking creature | |
+ | |object0name= oTarget | ||
+ | |object0desc= target creature | ||
+ | }} |
Latest revision as of 00:55, 12 February 2010
- Source:
- script.ldf
- Sent when:
- Fires whenever the attack command is added into the command queue. Used to set combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack.
- Sent from:
- Engine
- Sent to:
- creatures, players
- Parameters:
-
- Creator: attacking creature
- Object 0: target creature
Usage
case EVENT_TYPE_COMBAT_INITIATED:
{
object oAttacker = GetEventCreator(ev); // attacking creature
object oTarget = GetEventObject(ev, 0); // target creature
// insert event-handling code here
break;
}
{
object oAttacker = GetEventCreator(ev); // attacking creature
object oTarget = GetEventObject(ev, 0); // target creature
// insert event-handling code here
break;
}