Difference between revisions of "@CallGuards"
From SphereWiki
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| ARGN2 || O || If set to 1, a new guard will be spawned regardless of whether a nearby guard is available. | | ARGN2 || O || If set to 1, a new guard will be spawned regardless of whether a nearby guard is available. | ||
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| '''Return Value''' || '''Description''' | | '''Return Value''' || '''Description''' | ||
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− | | 1 || Prevents the guards from reacting. | + | | 1 || Prevents the guards from reacting. (When firing on a player, will prevent the guards attacking the next possible targets) |
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[[Category: Reference Compendium]] | [[Category: Reference Compendium]] | ||
[[Category: Triggers]] | [[Category: Triggers]] | ||
+ | [[Category: Characters]] | ||
+ | [[Category: Combat]] |
Latest revision as of 08:55, 15 April 2016
Description
This trigger fires when a character calls for the guards to attack a criminal.
Fires on:
References
The following object references are explicitly available for this trigger:
Name | Description |
ARGO | The guard character who is going to attack the criminal (if one exists in the area). |
I | The character calling for guards. |
REF1 | The criminal who the guards are being called upon. |
SRC | The criminal who the guards are being called upon. |
Arguments
The following arguments are set for this trigger. If an argument is marked as "In" then a value will be passed in to the trigger, if an argument is marked as "Out" then it can be set to a value to affect Sphere's behaviour:
Argument | In/Out | Description |
ARGN1 | IO | The BASEID of the character to spawn as a guard. |
ARGN2 | O | If set to 1, a new guard will be spawned regardless of whether a nearby guard is available. |
Return Values
The following return values are explicitly defined for this trigger:
Return Value | Description |
1 | Prevents the guards from reacting. (When firing on a player, will prevent the guards attacking the next possible targets) |