Difference between revisions of "OnCombatStateChanged - Actor"
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imported>Jlundin (Created page with 'Category:Scripting Category:Papyrus Category:Events '''Member of:''' Actor Script Event called when this actor's combat state changes. == Syntax == <source lang…') |
imported>Leonfenten |
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Line 17: | Line 17: | ||
**1: In combat | **1: In combat | ||
**2: Searching | **2: Searching | ||
Through a lot of testing I have found the OnCombatStateChanged() event will not fire if attached to the Player. | |||
== Examples == | == Examples == |
Revision as of 16:38, 17 April 2012
Member of: Actor Script
Event called when this actor's combat state changes.
Syntax
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
Parameters
- akTarget: The Actor that this actor is targeting. May be None if this actor is leaving combat.
- aeCombatState: The combat state we just entered, which will be one of the following:
- 0: Not in combat
- 1: In combat
- 2: Searching
Through a lot of testing I have found the OnCombatStateChanged() event will not fire if attached to the Player.
Examples
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
if (akTarget == Game.GetPlayer())
if (aeCombatState == 0)
Debug.Trace("We have left combat with the player!")
elseif (aeCombatState == 1)
Debug.Trace("We have entered combat with the player!")
elseif (aeCombatState == 2)
Debug.Trace("We are searching for the player...")
endIf
endIf
endEvent