e-varmint Posted July 4, 2008 Share Posted July 4, 2008 How do I script a character to interrupt the ActionRandomWalk and/or waypoint walking when engaged in combat? I have searched and searched for the original thread where someone answered this before, but I cannot find it. Link to comment Share on other sites More sharing options...
glovemaster Posted July 4, 2008 Share Posted July 4, 2008 AssignCommand(object oCreature, ClearAllActions()); Will stop what every the character is doing. Link to comment Share on other sites More sharing options...
e-varmint Posted July 4, 2008 Author Share Posted July 4, 2008 AssignCommand(object oCreature, ClearAllActions()); Will stop what every the character is doing. Perfect! I am going to kill the creatures in question anyway, so there is no need for them to be able to resume their waypoints. I assume that I will need to perform a "get" or "if" function to determine whether the creature is engaged in combat, then apply your command? Edit: Or, I could just make this an "on noticed" or "on disturbed" script. Thanks!!!!! Link to comment Share on other sites More sharing options...
glovemaster Posted July 4, 2008 Share Posted July 4, 2008 "onDamaged" is more likely to be of use. I suggest you also end your script with the line: ExecuteScript("k_def_damage01", OBJECT_SELF, 1006); This will then execute the usual script for on damaged. Link to comment Share on other sites More sharing options...
e-varmint Posted July 4, 2008 Author Share Posted July 4, 2008 "onDamaged" is more likely to be of use. I suggest you also end your script with the line: ExecuteScript("k_def_damage01", OBJECT_SELF, 1006); This will then execute the usual script for on damaged. I agree completely. Thanks again for your help, this saved me a great deal of aggravation! Link to comment Share on other sites More sharing options...
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