CheckEnemyGroupingOnTarget(object, float)
From NWN Lexicon
Jump to navigationJump to searchGets the number of enemies in a sphere shape around a target.
Parameters
- oTarget
- An object target, the center of sphere to check for enemies.
- fDistance
- The radius of sphere to check for enemies. (Default: 5.0)
Description
Returns how many targets of the enemy faction are in a sphere centered on oTarget and within fDistance of them. This is the converse of CheckFriendlyFireOnTarget().
Remarks
Function found in x0_i0_enemy.nss on line 594.
A very useful function for NPC AI. This one loops through all targets around 1 creature and determines how many of them are considered an Enemy by the calling object.
Requirements
#include "x0_i0_enemy"
Version
1.22
Example
// Have an NPC look around for a concentration of more than one enemy, make sure
// no friendly creatures are within range, then fire off a Fireball spell if
// they have one.
void main()
{
// Look for the nearest enemy we can see...
object oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
// If there is an enemy...
if (GetIsObjectValid(oTarget))
{
// Get the number of enemies and allies near the target
int nEnemy = CheckEnemyGroupingOnTarget(oTarget);
int nAllies = CheckFriendlyFireOnTarget (oTarget);
// If there are no allies nearby and at least two enemies, cast a
// fireball spell at the target
if (!nAllies && nEnemy > 1)
ActionCastSpellAtObject(SPELL_FIREBALL, oTarget);
}
}
// no friendly creatures are within range, then fire off a Fireball spell if
// they have one.
void main()
{
// Look for the nearest enemy we can see...
object oTarget = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_ENEMY, OBJECT_SELF, 1, CREATURE_TYPE_PERCEPTION, PERCEPTION_SEEN);
// If there is an enemy...
if (GetIsObjectValid(oTarget))
{
// Get the number of enemies and allies near the target
int nEnemy = CheckEnemyGroupingOnTarget(oTarget);
int nAllies = CheckFriendlyFireOnTarget (oTarget);
// If there are no allies nearby and at least two enemies, cast a
// fireball spell at the target
if (!nAllies && nEnemy > 1)
ActionCastSpellAtObject(SPELL_FIREBALL, oTarget);
}
}
See Also
functions: | CheckFriendlyFireOnTarget |
author: Iskander Merriman, editors: John Shuell, Mistress