CombatAction
Makes an NPC switch to a combat state (with options for different kinds of behaviors, such as offensive, arresting or retreating).
Attributes
Attribute | Type | Default value | Description |
---|---|---|---|
CombatMode | AIObjectiveCombat.CombatMode | Offensive | What kind of combat mode should the NPC switch to (Defensive, Offensive, Arrest, Retreat, None)? |
IsInstigator | bool | false | Did this NPC start the fight (as an aggressor)? Attacking instigators doesn’t reduce reputation or trigger outpost security. |
GuardReaction | AIObjectiveCombat.CombatMode | None | How do guards react to this character attacking others? |
WitnessReaction | AIObjectiveCombat.CombatMode | None | How do other NPCs react to this character attacking others? |
NPCTag | Identifier | ”” | The tag of the NPC to switch to combat mode. |
EnemyTag | Identifier | ”” | Tag of the character the NPC should attack. |
CoolDown | float | 120 | How long it takes for the NPC to “cool down” (stop attacking). |