(Lua) Detecting Combat

mikeejimbo

Chieftain
Joined
Jan 16, 2010
Messages
65
Are there any GameEvents that fire whenever combat occurs, whether the player sees it or not, and whether Quick Combat is on or not? It's the Quick Combat thing that's really tripping me up. EndCombatSim fires every time combat the player can see occurs, but only if Quick Combat is off. I think there are CombatBegin and CombatEnd events that - from my testing - seem to occur even for "offscreen" combat (at least, I see it called in FireTuner at times when combat isn't occurring to my view), but only when Quick Combat is off.

I haven't been able to find such a thing in the API references at either the modiki or the 2kgames wiki, and I haven't been able to find a more extensive API. I feel like detecting when combat has occurred should be fairly in-demand, so I might just be missing something?
 
I don't believe this is possible. It was one of the two big combat-associated problems I encountered over the years. The other problem is we can't assign combat animations to newly-created combat classes.
 
Are there any GameEvents that fire whenever combat occurs

No and yes.

In the standard game - No.

If you use Gedemon's RED modded DLL events (or the same events I copied into my DLL mod) - yes
 
No and yes.

In the standard game - No.

If you use Gedemon's RED modded DLL events (or the same events I copied into my DLL mod) - yes

I thought that I might end up using your DLL mod for it. :) Thanks, that's the direction I'll head in then!
 
Update:

I implemented the hook from Gedemon's RED DLL events into a new DLL build. So far it seems to work pretty well.
 
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