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stealth mode behaviour. a little help please -_-'

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 jinger
01-15-2006, 10:11 AM
#1
Spawn in stealth mode, get close, then attack, and here I thought it would be that simple :) please help! i have found that creatures can spawn in stealth mode only if they're not in front of you, say in another room… ActionUseSkill(
SKILL_STEALTH,OBJECT_SELF,0,
GetItemInSlot(INVENTORY_SLOT_BELT)
);…but it takes a couple of seconds for them to disappear and when one enters combat mode all the rest do as well, so i figure l'll just have to script the whole ai to avoid that (and to make them come close before an attack). Any help would be a great help ;)

If only I knew how to execute a script when a creature succeeds with an attack… well I could emulate the stealth mode this way:
1- spawn: turn off rendering and make invisible.
2- enemy damaged: turn on rendering, make visible, apply the uncloak vfx, reduce base attack.

it'd be definitely much easyer
 jinger
01-15-2006, 4:54 PM
#2
never mind, this seems to work, any corrections would be welcome anyway

#include "k_inc_generic"
#include "k_inc_debug"

void Uncloak();

void main(){
int nUser = GetUserDefinedEventNumber();
if(nUser == 1003) // END OF COMBAT
{
if(!GetLocalBoolean(OBJECT_SELF,42) && GetLastAttackResult()){
Uncloak();
}
}else if(nUser == 1005) // ATTACKED
{
if(!GetLocalBoolean(OBJECT_SELF,42)) Uncloak();
}else if(nUser == HOSTILE_RETREAT)
{
UT_ReturnToBase();
}
}


void Uncloak(){
RemoveEffect(OBJECT_SELF,EffectInvisibility(INVISI BILITY_TYPE_NORMAL));
ApplyEffectToObject(
DURATION_TYPE_PERMANENT,
EffectVisualEffect(8001),
OBJECT_SELF
);
EnableRendering(OBJECT_SELF,TRUE);
SetLocalBoolean(OBJECT_SELF,42,TRUE);
}
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