TomTuff
2011-02-19 18:39:17
I'm writing a wilderness agility course runner, and I want to write a function that would determine if a player is attacking you (so it can run away if need be). I was going to use AreWeInteracting, but then I realized it only works for NPCs. I looked at the code in AreWeInteracting, but it went right over my head. I would love whoever wrote an "AreWeInteractingPlayer(Player: TPlayer)" :D
**BANNED The Man
2011-02-19 19:08:42
I will look tomorrow, please remind me xD
-Boom
Harry
2011-02-19 19:21:29
I am pretty sure it's impossible. I asked someone about something similar (N1ke, I think) and got that answer.
pyroryan
2011-02-19 19:36:44
LoopCycle < LoopCycleStatus I think.
pyroryan
2011-02-20 16:10:48
Sorry I should have been more clear. But the "LoopCycle < character.LoopCycleStatus/character.CombatCycle" is for determining whether you're in a fight. It should return true if you are.
Echo_
2011-02-27 08:38:47
Don't players give off an animation whenever they get hit with damage? You could use that in your procedure.