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Autoattack problem - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: Script Help (/Forum-Script-Help) +--- 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 ![]() 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 |