SetActorHostileToActor
Sets an actor on another actor - or stands it down.
true makes target the actor’s opponent: it faces it, walks after it and swings like at a player (SetActorHostile),
and every screen shows the two fight. The server decides each blow itself: out of reach it misses, a raised guard
blocks it ([actors] block_chance), otherwise it is the attacker’s weapon - or its fists - against the body part
struck, times [actors] attack_scale, at most [actors] max_damage, through OnActorAttackActor. With [actors] fight_back the target turns on its attacker at the first blow unless it fights someone already; without it, set both.
An actor fights one opponent at a time: this replaces a player it was on, and SetActorHostile replaces this.
false stands it down if it is on target - so do either’s death or removal, another world, chase_range and
MoveActor.
Syntax
Section titled “Syntax”SetActorHostileToActor(id, target, hostile)| Parameter | Type | |
|---|---|---|
id |
number | the actor |
target |
number | the actor to fight |
hostile |
boolean | true = the actor fights target; false = peace |
Returns
Section titled “Returns”boolean - false unless both are living actors in one world (and not the same one)
Example
Section titled “Example”-- a brawl in the tavern: the drunk starts it, the other answers the first blowlocal drunk = CreateActor(nil, x, y, z, 90, "Drunk", nil, "none")local miller = CreateActor(nil, x + 2, y, z, 270, "Miller", nil, "none")SetActorHostileToActor(drunk, miller, true)See also
Section titled “See also”GetActorTarget · OnActorAttackActor · SetActorHostile · StopActor · the NPC actors group of the index
