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A reliable way to determine that there's no combat going?


qwerty12345

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If you have either ToBEx or BGEE you can use NextTriggerObject(), aka TriggerOverride().

IF
 NextTriggerObject(Player1)
 !Detect([ENEMY])
 NextTriggerObject(Player2)
 !Detect([ENEMY])
 NextTriggerObject(Player3)
 !Detect([ENEMY])
 NextTriggerObject(Player4)
 !Detect([ENEMY])
 NextTriggerObject(Player5)
 !Detect([ENEMY])
 NextTriggerObject(Player6)
 !Detect([ENEMY])
THEN

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@ qwerty

Have you even tried using CombatCounter(0), without the rest? I think I once read something on the subject, and it was mentioned that using CombatCounterLT(1) or !CombatCounterGT(0) instead should be avoided (though I am not 100% sure, the discussion took place kinda 1,000 years ago)

As for !ActuallyInCombat()

1) I doubt that it makes any sense outside creature scripts

2) The trigger is quite useless anyway; other than PC's AI scripts, I can't think of any situation where it can be helpful (IIRC, Bioware never used it)

I did.

 

You said above the CombatCounter(0) failure is in only a few and always the same (few) areas, so my suggestion was to find a special solution for these areas. Now you say you don't know what the behavior for most of the areas is. Can't help you then, as it seems.

Yes, few and same. I didn't say I know them all. I know that most areas are fine.

 

If you have either ToBEx or BGEE you can use NextTriggerObject(), aka TriggerOverride().

IF
 NextTriggerObject(Player1)
 !Detect([ENEMY])
 NextTriggerObject(Player2)
 !Detect([ENEMY])
 NextTriggerObject(Player3)
 !Detect([ENEMY])
 NextTriggerObject(Player4)
 !Detect([ENEMY])
 NextTriggerObject(Player5)
 !Detect([ENEMY])
 NextTriggerObject(Player6)
 !Detect([ENEMY])
THEN

Thanks, I shall look into that.

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If you have either ToBEx or BGEE you can use NextTriggerObject(), aka TriggerOverride().

IF
 NextTriggerObject(Player1)
 !Detect([ENEMY])
 NextTriggerObject(Player2)
 !Detect([ENEMY])
 NextTriggerObject(Player3)
 !Detect([ENEMY])
 NextTriggerObject(Player4)
 !Detect([ENEMY])
 NextTriggerObject(Player5)
 !Detect([ENEMY])
 NextTriggerObject(Player6)
 !Detect([ENEMY])
THEN

 

Hah, iwd2 has 0x40F6 AnyPCSeesEnemy() - i didn't know this would be a wanted trigger.

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