Ardanis Posted March 13, 2014 Share Posted March 13, 2014 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 Link to comment
qwerty12345 Posted March 15, 2014 Author Share Posted March 15, 2014 @ 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. Link to comment
Avenger Posted March 16, 2014 Share Posted March 16, 2014 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. Link to comment
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