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Autoattack problem - Printable Version

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+--- Thread: Autoattack problem (/Thread-Autoattack-problem)



Autoattack problem - Rizz - 01-21-2013 11:59 PM

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?


RE: Autoattack problem - Mordaunt - 01-22-2013 12:19 AM

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.


RE: Autoattack problem - Rizz - 01-23-2013 11:29 AM

Thx Tongue


Attack problem - jdchixin - 02-22-2013 11:41 AM

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?


RE: Autoattack problem - RanXerox - 02-23-2013 01:30 AM

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


RE: Autoattack problem - jdchixin - 02-23-2013 12:29 PM

02|040|01000
it can't work


RE: Autoattack problem - ForesteR - 06-19-2015 02:35 AM

can share ur fix?


RE: Autoattack problem - XuN - 06-19-2015 05:54 AM

Isn't it fixed already? I bet so.


RE: Autoattack problem - ForesteR - 06-19-2015 06:39 AM

u want to player only attack the last who has dclicked for... put this is correct way?

ON=@Attack
ATTACKER.CLEAR


RE: Autoattack problem - evening - 08-07-2015 04:29 PM

on=@hitcheck
attacker.clear