temnix Posted November 27, 2016 Share Posted November 27, 2016 In a creature's own script it's easy to put a condition that triggers a block when the creature sees an enemy: See([EVILCUTOOFF]). But what if I want to have an "in the presence of enemies" condition in baldur.bcs? Link to comment
Ardanis Posted November 28, 2016 Share Posted November 28, 2016 TriggerOverride(Player1,See(NearestEnemyOf())) for each player is the closest. Link to comment
temnix Posted November 28, 2016 Author Share Posted November 28, 2016 Thanks again. But what is this TriggerOverride business? It's the second time I hear about it. It's not recognized as a trigger by Near Infinity. Link to comment
Ardanis Posted November 28, 2016 Share Posted November 28, 2016 I feel we may have already talked it... With NI the syntax would be NextTriggerObject(Player1) See(NearestEnemyOf()). Link to comment
temnix Posted November 28, 2016 Author Share Posted November 28, 2016 All right. Do I understand correctly that this trigger "assigns" later triggers to a creature, essentially making the script a creature script? Have you used it? A question for everyone: will "internal" triggers work this way, e.g. Die(), AreaCheck() and so on? And how about the following? OR(6) NextTriggerObject(Player1) NextTriggerObject(Player2) NextTriggerObject(Player3) NextTriggerObject(Player4) NextTriggerObject(Player5) NextTriggerObject(Player6) ? I lack simple, reliable triggers for testing all this. Link to comment
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