SpecialTacticsCowardly(object)
Special tactics for cowardly creatures.
int SpecialTacticsCowardly( object oTarget );
Parameters
oTarget
The "enemy" object we wish to perform special tactics against.
Description
Special tactics for cowardly creatures.
Cowards act as follows:
- If you and your friends outnumber the enemy by 6:1 or by more than 10, fall through to normal combat.
- If you are currently being attacked by a melee attacker, fight defensively (see SpecialTacticsDefensive).
- If there is a "NW_SAFE" waypoint in your area that is out of sight of the target, run to it.
- Otherwise, run away randomly from the target.
Returns TRUE on success, FALSE on failure.
Requirements
#include "x0_i0_combat"
Version
???
Example
// Lets' check to see if our "cowardly tactics" passes or fails.
#include "x0_i0_combat"
void main()
{
// We assume we have previously flagged the caller with the X0_COMBAT_FLAG_COWARDLY setting using SetCombatCondition.
// Establish our target.
object oEnemy = GetLastHostileActor();
// Run the tactic function on oEnemy, we know the flag is set so if this returns FALSE,
// it is because the tactics check failed.
int nTactic = SpecialTacticsCowardly(oEnemy);
//The tactic succeeded.
if(nTactic == TRUE)
{
// Do stuff.
}
//The tactic failed.
else
{
// Do stuff.
}
}
See Also
| functions: | SpecialTactics | SpecialTacticsAmbusher | SpecialTacticsDefensive | SpecialTacticsRanged |
| categories: | Combat Functions | Combat Actions Functions |
author: Baragg, editor: Mistress