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