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Autoattack problem
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Rizz
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Post: #1
Autoattack problem
When player A is doing a PvP with player B and a player C comes, if C attacks and hits A then A stops to attack B and starts to attack C.

I need to remove this effect, any suggestions?
01-21-2013 11:59 PM
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Mordaunt
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Post: #2
RE: Autoattack problem
You'd have to use something to check for the attack memories:

memory_iaggressor 00008 // i was the agressor here. (good or evil)
memory_harmedby 00010 // i was attacked by them. (but they may have been retaliating)
memory_aggreived 00080 // i was attacked and was the inocent party here !

and see if you can force the target to remain on the character that first innitiated/was first attacked.

[Image: 2nis46r.jpg]
01-22-2013 12:19 AM
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Rizz
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Post: #3
RE: Autoattack problem
Thx Tongue
01-23-2013 11:29 AM
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jdchixin
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Post: #4
Attack problem
As we know, the body does not rotate when attack, only near the enemy will turn.

How to make player turn the body to the enemy when we attact?
02-22-2013 11:41 AM
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RanXerox
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Post: #5
RE: Autoattack problem
There is a combat flag for that in the sphere.ini file:

// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving
// COMBAT_STAYINRANGE 00200 // abort attack swing when out of range instead of waiting to come back in range
//
// COMBAT_STACKARMOR 01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_TARGETTEDHIT 02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE
CombatFlags=02|040|01000
02-23-2013 01:30 AM
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jdchixin
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Post: #6
RE: Autoattack problem
02|040|01000
it can't work
02-23-2013 12:29 PM
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ForesteR
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Post: #7
RE: Autoattack problem
can share ur fix?
06-19-2015 02:35 AM
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XuN
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Post: #8
RE: Autoattack problem
Isn't it fixed already? I bet so.
06-19-2015 05:54 AM
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ForesteR
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Post: #9
RE: Autoattack problem
u want to player only attack the last who has dclicked for... put this is correct way?

ON=@Attack
ATTACKER.CLEAR
06-19-2015 06:39 AM
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evening
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Finally Land

Post: #10
RE: Autoattack problem
on=@hitcheck
attacker.clear
08-07-2015 04:29 PM
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