ClearAllActions(int)

Removes all actions from an action queue.

void ClearAllActions(
    int nClearCombatState = FALSE
);

Parameters

nClearCombatState

Stop combat along with all other actions. (Default: FALSE)


Description

Clear all the actions of the caller's action queue. Use this to cancel any previous instructions to an object (often an NPC), before assigning new orders. Note that unless TRUE is passed for nClearCombatState, any current fighting involving the caller of ClearAllActions will continue.



Remarks

The distinction between commands and actions for the purpose of ClearAllActions is a bit nebulous. See the example below.
Contrary to the nwscript.nss help, this command can be assigned to any action queue (including triggers), not just that of a creature.


Version

1.29

Example

// in the OnEnter script of a trigger
#include "nw_i0_generic"
void main() {
  object oPC = GetEnteringObject();
  if (! GetIsPC(oPC)) return;

  DelayCommand( 1.0, ClearAllActions());
  DelayCommand( 2.0, SendMessageToPC(oPC, "Hello")); // not an action - gets displayed
  DelayCommand( 3.0, ActionSpeakString("Hello again")); // Action. Gets cancelled.
  DelayCommand( 4.0, SpeakString("Hello again")); // also counts as an action - cancelled.
}

See Also

functions: ActionDoCommand | AssignCommand | DelayCommand
categories: Action on Object Functions | Combat Actions Functions


 author: Iskander Merriman, editor: Charles Feduke, additional contributor(s): Richard Dobkins, Jassper
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