Difference between revisions of "Targeting (Game Mechanics)"
(→Targeting) |
(→Targeting) |
||
(19 intermediate revisions by the same user not shown) | |||
Line 59: | Line 59: | ||
== Targeting == | == Targeting == | ||
− | SWG uses a system for targeting opponents that utilizes two features, a Look At target and a Target | + | SWG uses a system for targeting valid opponents that utilizes two features, a [[media:screenShot0009.jpg|Look At target reticle]] and a [[media:screenShot0008.jpg|Combat Target Reticle]]. Valid targets consists of |
+ | * Attackable creatures | ||
+ | * Attackable npcs | ||
+ | * Attackable objects (debris, walls, lairs, hostile structures) | ||
+ | * Attackable players (hostile factioned or bounty hunter targets) | ||
− | + | Attackable targets are shown up on the radar map as either [[media:lair1.jpeg|yellow or red]] objects. Non aggressive targets are colored yellow where as potentially hostile targets are red. | |
− | + | You can switch look at targets with the mouse or use the TAB key. The combat target in reticle remains the target in which the player is actively engaging/attacking. Until you /attack or /combatAttack the look at target you will not switch 'combat' targets. Against one target, both the look at target and target in reticle will be the same. | |
− | + | ||
− | + | The look at target and combat target reticles affect the manner in which a player can fight combat through using specials. Special attacks are used against the look at target while combat target reticle allows the player to execute default attacks on the combat target. When something attacks a player, or if the player attacks a target, it automatically enters into the player's combat target reticle. | |
− | + | If you have something else other than the attacking target in the look at target reticle, and combat begins, you do not automatically switch specials to your opponent in combat target reticle. The look at target remains and the new attacker is shown in the yellow box as the combat target in reticle. Any specials or actions that are lined up in the Combat Queue are attempted against what you do have targeted in the look at target. If the current look at target is an unattackable target such as an inanimate object (like a harvester) a corpse, etc then the client will not be able to execute these commands. This doesn't mean however that the player will not respond to attacks. The player's combat target in reticle is attacked using the player's default attack response however the player's special attacks will remain on the look at target until the player switches the look at target to also be the attacking target in the combat reticle. | |
− | + | ||
− | + | ||
+ | If the player's look at target is not attacking and they have another target in combat with them, then the player can click on an empty space on the ground/screen or hit the escape button to clear the current look at target. After doing this, the player can now execute specials on the combat target in reticle since the focus is now on the combat reticle. | ||
+ | |||
+ | |||
+ | One alternative to changing targets if the current look at target is aggressive also, is through using the combat queue by using the /peace command while having the original look at target selected to stop combat with that target, then selecting the new attacker and use the /attack command or /combatAttack to initiate combat with the new attacker. | ||
+ | |||
+ | A second alternative is to double click the new attacker. This will set the current look at target to the new attacker and also initiate an attack against it. (Note that any attacks queued in the combat queue currently on the old target will be executed first before any new attacks begin on the new combat target.) | ||
+ | |||
+ | A third alternative to changing targets to the combat reticle is by selecting the new attacking target and issuing a /combatTarget command. This will immediately switch the player's look at target to also be its combat target as well as the look at target, essentially the same as double clicking the new attacker or issuing an /attack or /combatAttack command. (Note that any attacks queued in the combat queue currently on the old target will be executed first before any new attacks begin on the new combat target.) | ||
+ | |||
+ | |||
+ | A fourth way of obtaining a target is to use the /assist command on a player or friendly pet that is currently in combat. Doing this will assign the player the target's combat target and will launch them into combat. It will not change their look at target however. | ||
+ | |||
To cycle back to all previous targets (living or dead) the player must issue the SHIFT + CTRL + ; keys. | To cycle back to all previous targets (living or dead) the player must issue the SHIFT + CTRL + ; keys. | ||
Latest revision as of 20:43, 19 July 2009
This article or section needs proper wiki formatting. |
Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
|
TargetingSWG uses a system for targeting valid opponents that utilizes two features, a Look At target reticle and a Combat Target Reticle. Valid targets consists of
Attackable targets are shown up on the radar map as either yellow or red objects. Non aggressive targets are colored yellow where as potentially hostile targets are red. You can switch look at targets with the mouse or use the TAB key. The combat target in reticle remains the target in which the player is actively engaging/attacking. Until you /attack or /combatAttack the look at target you will not switch 'combat' targets. Against one target, both the look at target and target in reticle will be the same. The look at target and combat target reticles affect the manner in which a player can fight combat through using specials. Special attacks are used against the look at target while combat target reticle allows the player to execute default attacks on the combat target. When something attacks a player, or if the player attacks a target, it automatically enters into the player's combat target reticle. If you have something else other than the attacking target in the look at target reticle, and combat begins, you do not automatically switch specials to your opponent in combat target reticle. The look at target remains and the new attacker is shown in the yellow box as the combat target in reticle. Any specials or actions that are lined up in the Combat Queue are attempted against what you do have targeted in the look at target. If the current look at target is an unattackable target such as an inanimate object (like a harvester) a corpse, etc then the client will not be able to execute these commands. This doesn't mean however that the player will not respond to attacks. The player's combat target in reticle is attacked using the player's default attack response however the player's special attacks will remain on the look at target until the player switches the look at target to also be the attacking target in the combat reticle. If the player's look at target is not attacking and they have another target in combat with them, then the player can click on an empty space on the ground/screen or hit the escape button to clear the current look at target. After doing this, the player can now execute specials on the combat target in reticle since the focus is now on the combat reticle.
One alternative to changing targets if the current look at target is aggressive also, is through using the combat queue by using the /peace command while having the original look at target selected to stop combat with that target, then selecting the new attacker and use the /attack command or /combatAttack to initiate combat with the new attacker. A second alternative is to double click the new attacker. This will set the current look at target to the new attacker and also initiate an attack against it. (Note that any attacks queued in the combat queue currently on the old target will be executed first before any new attacks begin on the new combat target.) A third alternative to changing targets to the combat reticle is by selecting the new attacking target and issuing a /combatTarget command. This will immediately switch the player's look at target to also be its combat target as well as the look at target, essentially the same as double clicking the new attacker or issuing an /attack or /combatAttack command. (Note that any attacks queued in the combat queue currently on the old target will be executed first before any new attacks begin on the new combat target.)
To cycle back to all previous targets (living or dead) the player must issue the SHIFT + CTRL + ; keys. Source References
|