CheckEnemyGroupingOnTarget(object, float)
Gets the number of enemies in a sphere shape around a target.
int CheckEnemyGroupingOnTarget( object oTarget, float fDistance = 5.0 );
Parameters
oTarget
An object target, the center of sphere to check for enemies.
fDistance
The radius of sphere to check for enemies. (Default: 5.0)
Description
Returns how many targets of the enemy faction are in a sphere centered on oTarget and within fDistance of them. This is the converse of CheckFriendlyFireOnTarget.
Remarks
Function found in x0_i0_enemy.nss on line 594.
A very useful function for NPC AI. This one loops through all targets around 1 creature and determines how many of them are considered an Enemy by the calling object.
Requirements
#include "x0_i0_enemy"
Version
1.22
Example
//Have an NPC look around for a concentration of more than 1 enemy, //make sure no friendly creatures are within range, then fire off a //FireBall spell if they have one. void main() { oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN); if(GetIsObjectValid(oTarget)) { int nEnemy = CheckEnemyGroupingOnTarget(oTarget); int nFriendlies = CheckFriendlyFireOnTarget(oTarget); if( nFriendlies < 0 && nEnemy > 1) { ActionCastSpellAtObject(SPELL_FIREBALL,oTarget); } } }
See Also
functions: | CheckFriendlyFireOnTarget |
categories: | Combat Functions | Core AI Functions |
author: Iskander Merriman, editors: John Shuell, Mistress