SetNpcCombatTarget

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setNpcCombatTarget

AVAILABLE FROM UPDATE 0.1.5
This function is available in G1R:MP 0.1.5 and later. The contract below includes the compatibility guarantees introduced in that update.

Starts explicit continuous combat against a player, or stops it.

Syntax

setNpcCombatTarget(npcId, target)

Parameters

Name Type Required Description
npcId int yes Server-assigned NPC ID returned by spawnNpc; not a player ID.
target false yes Connected living player ID to target, or false to stop continuous combat.

Returns

Returns true when accepted, false for a rejected request. Acceptance is not proof of a rendered animation, projectile release or hit.

Examples

setNpcCombatTarget(npcId, playerId)
-- Later:
setNpcCombatTarget(npcId, false)

Notes

  • Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
  • Since 0.1.5. Use the matching 0.1.5 client and server (Protocol 37).
  • Use matching updated client and server. See NPC scripting for lifecycle, defaults, combat examples and collision limitations.
  • Requires living NPC, drawn supported mode and valid live target. No automatic aggression or retaliation. false stops pursuit/queued preparation and preserves script routes. Already released projectiles may still hit. Targets are players, not NPCs.