This event is called when your droids or structures are attacked. |
function eventAttacked(victim[, attacker]) { // do stuff } |
Parameter | Type | Mandatory | Description | Game version |
---|---|---|---|---|
victim | Which of my things did the enemy attack? | 3.1 Beta 1 | ||
attacker | Undefined | What did the enemy use to attack me? Note: Sometimes this parameter is undefined. | 3.1 Beta 1 |
Warzone does not process the event handler's return value.
This event is useful for retreating damaged units, or repairing damage buildings, after an enemy attacks them.
The event is "throttled", which means that it won't be called for every single attack. Instead, it will only be triggered when a cluster (group of game objects in close proximity to one another) of game objects is attacked. The victim parameter is the first object in the cluster. There is also a short delay before subsequent attacks on the same cluster will trigger the event again:
Warzone 3.1 | Warzone 3.2 |
---|---|
100ms | 1000ms |
If a burning unit flees the cluster, it will start triggering the event at regular intervals until it stops burning – bear this in mind if you're using the event for situation reporting.
If you want to micromanage units during combat consider using eventAttackedUnthrottled() instead, as it gets triggered every time a game object takes damage.
// make an array to count attacks by each player var attackers = []; for (var i=0; i<maxPlayers; i++) attackers[i] = 0; // now monitor attacks function eventAttacked(victim, attacker) { // record this attack attackers[attacker.player] += 1; // find player who has attacked us most var numAttacks = 1; var mainEnemy = attacker.player; attackers.forEach( function count(attacks, fromPlayer) { if (attacks > numAttacks) { numAttacks = attacks; mainEnemy = fromPlayer; } } ); console("Player #"+mainEnemy+" attacked us "+numAttacks+" times"); } |
// useful if you want to play audio messages based on what attacked droid is doing function eventAttacked(victim) { if (victim.type == DROID) { switch (victim.order) { case DORDER_RTB: { // droid is returning to base (retreating) break; } case DORDER_RTR: case DORDER_RTR_SPECIFIED: { // droid is returning for repairs break; } case DORDER_REARM: { // VTOL is returning for repairs/rearming break; } } } } |
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