Difference between revisions of "GetAttacked"

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==Notes==
==Notes==
# Not clear how this differs from [[IsInCombat]]
* Differs from [[IsInCombat]] in that it is treated retroactively, in that once attacked, an actor will continue to return 1 until they have yielded or left combat.
# Not clear that this function actually works...
* When called on the player, will return 1 from any point shortly after the tutorial starts, or as soon as the player is targeted by anything.
* Unlike [[IsInCombat]], this will return 1 if an actor is attacked, but that attack does not trigger combat, such as the case might be with friendly hits, but may prove unreliable.
* Usage is a bit arcane and not well understood, more testing is needed.


==See also==
==See also==
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[[Category: Condition Functions]]
[[Category: Condition Functions]]
[[Category: Condition Functions (CS 1.0)]]
[[Category: Condition Functions (CS 1.0)]]
<!-- Begin Search Terms
get
Attacked
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Latest revision as of 04:13, 8 August 2009

Syntax:

[ActorID.]GetAttacked

Returns 1 if the calling actor has been attacked. This value is cleared when the actor drops out of combat.

Notes[edit | edit source]

  • Differs from IsInCombat in that it is treated retroactively, in that once attacked, an actor will continue to return 1 until they have yielded or left combat.
  • When called on the player, will return 1 from any point shortly after the tutorial starts, or as soon as the player is targeted by anything.
  • Unlike IsInCombat, this will return 1 if an actor is attacked, but that attack does not trigger combat, such as the case might be with friendly hits, but may prove unreliable.
  • Usage is a bit arcane and not well understood, more testing is needed.

See also[edit | edit source]