SetCombatOverrides

/////////////////////////////////////////////////////////////////////////////// // SetCombatOverrides / ClearCombatOverrides /////////////////////////////////////////////////////////////////////////////// // Created By: Brock Heinz - OEI // Created On: 02/02/06 // Description: This is a basic way to force a specific outcome during a //              creature's combat round. This is primarily designed as a //             cutscene aid, and is not intended for use on creatures //             with whom the player can normally interact. Therefore, these //             settings are not saved. //             ClearCombatOverrides should be called on the creature when //             the cutscene is complete. // Arguments: // oCreature - The creature to set the overrides on. // oTarget - This should be a creature, door, or placeable. //     Passing in INVALID_OBJECT Will allow normal target selection to occur. // nAttackResult - An attack can have one of many different outcomes. // You can force the attack results to be a specific outcome, or specify // "INVALID" to allow the normal attack rolls to occur. // nOnHandAttacks, nOffHandAttacks // Creaturs must have a total of 1-6 attacks per round. Entering -1 for either of //  these means that the default logic will be used to determine attacks per // round for that hand. // nMinDamage, nMaxDamage // These are used to set the range for a random damage amount. For example, // (1,6) would mean that 1-6 points of damage would be done. These can be set // to the same value, and you can specify 0,0 for "no damage". Using -1 for // either of these means that the default damage calculations will be used. // bSuppressBroadcastAOO - If TRUE then this creature can potentially cause an  //  attack of opportunity from nearby creatures. If FALSE, this will be supressed // bSuppressMakeAOO - If TRUE then this creature will make attacks of  //  opportunity when they are available. If FALSE, this will be supressed // bIgnoreTargetReaction - Normally, ActionAttack calls are rejected if they // are made on a hostile or neutral target. Setting this to TRUE // will bypass that check. // bSuppressFeedbackText - If set to TRUE, this can be used to keep this // creature's combat round feedback from being displayed. /////////////////////////////////////////////////////////////////////////////// void SetCombatOverrides( object oCreature,                          object oTarget,                          int nOnHandAttacks,                           int nOffHandAttacks,                           int nAttackResult,                           int nMinDamage,                           int nMaxDamage,                           int bSuppressBroadcastAOO,                           int bSuppressMakeAOO,                           int bIgnoreTargetReaction,                           int bSuppressFeedbackText );