This is what I have:
Code: Select all
RemoveHenchman(oPC, oTarget);
ChangeToStandardFaction(oTarget, STANDARD_FACTION_HOSTILE);
DelayCommand(1.0, AssignCommand(oTarget, DetermineCombatRound()));
[or just DetermineCombatRound()]

Moderator: Event DM
Code: Select all
RemoveHenchman(oPC, oTarget);
ChangeToStandardFaction(oTarget, STANDARD_FACTION_HOSTILE);
DelayCommand(1.0, AssignCommand(oTarget, DetermineCombatRound()));
[or just DetermineCombatRound()]
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void main()
{
object oPC = GetPCSpeaker();
object oHench = OBJECT_SELF;
RemoveHenchman(oPC, oHench);
SetIsTemporaryEnemy(oPC);
DetermineCombatRound();
}
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#include "nw_i0_henchman"
#include "NW_I0_GENERIC"
void main()
{
SetFormerMaster(GetPCSpeaker(), OBJECT_SELF);
RemoveHenchman(GetPCSpeaker());
ClearAllActions();
SetIsTemporaryEnemy(GetPCSpeaker(), OBJECT_SELF);
DetermineCombatRound();
}
Couldn't quite get this to work - maybe problems as the Henchman is not calling the script, so have to use AssignCommand etc.Moredo wrote:This works Calzier:
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#include "nw_i0_henchman" #include "NW_I0_GENERIC" void main() { SetFormerMaster(GetPCSpeaker(), OBJECT_SELF); RemoveHenchman(GetPCSpeaker()); ClearAllActions(); SetIsTemporaryEnemy(GetPCSpeaker(), OBJECT_SELF); DetermineCombatRound(); }
Code: Select all
#include "nw_i0_generic"
void main()
{
object oPC = GetLastPerceived();
if (!GetIsPC(oPC)) return;
if (!GetLastPerceptionSeen()) return;
object oTarget;
oTarget=GetHenchman(oPC);
RemoveHenchman(oPC, oTarget);
oTarget = OBJECT_SELF;
AdjustReputation(oPC, oTarget, -100);
SetIsTemporaryEnemy(oPC, oTarget);
ActionAttack(oPC);
DetermineCombatRound(oPC);
}
What I want to do is have a henchman, summoned creature, react badly to the PC casting one or more particular spells - essentially turning on their former master.Moredo wrote:Heh, I'm kinda interested, what is it you're trying to do. What is calling the script, ect?