jinger Posted January 15, 2006 Share Posted January 15, 2006 Spawn in stealth mode, get close, then attack, and here I thought it would be that simple please help! i have found that creatures can spawn in stealth mode only if they're not in front of you, say in another room… [size=1] ActionUseSkill( SKILL_STEALTH,OBJECT_SELF,0, GetItemInSlot(INVENTORY_SLOT_BELT) );[/size] …but it takes a couple of seconds for them to disappear and when one enters combat mode all the rest do as well, so i figure l'll just have to script the whole ai to avoid that (and to make them come close before an attack). Any help would be a great help If only I knew how to execute a script when a creature succeeds with an attack… well I could emulate the stealth mode this way: 1- spawn: turn off rendering and make invisible. 2- enemy damaged: turn on rendering, make visible, apply the uncloak vfx, reduce base attack. it'd be definitely much easyer Link to comment Share on other sites More sharing options...
jinger Posted January 15, 2006 Author Share Posted January 15, 2006 never mind, this seems to work, any corrections would be welcome anyway [size=1] #include "k_inc_generic" #include "k_inc_debug" void Uncloak(); void main(){ int nUser = GetUserDefinedEventNumber(); if(nUser == 1003) // END OF COMBAT { if(!GetLocalBoolean(OBJECT_SELF,42) && GetLastAttackResult()){ Uncloak(); } }else if(nUser == 1005) // ATTACKED { if(!GetLocalBoolean(OBJECT_SELF,42)) Uncloak(); }else if(nUser == HOSTILE_RETREAT) { UT_ReturnToBase(); } } void Uncloak(){ RemoveEffect(OBJECT_SELF,EffectInvisibility(INVISIBILITY_TYPE_NORMAL)); ApplyEffectToObject( DURATION_TYPE_PERMANENT, EffectVisualEffect(8001), OBJECT_SELF ); EnableRendering(OBJECT_SELF,TRUE); SetLocalBoolean(OBJECT_SELF,42,TRUE); }[/size] Link to comment Share on other sites More sharing options...
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