The IsInCombatDynamicMaterialBoolDriver
that the client evaluates with the character as its source. Its 0x3ef62dce combat
window must be set: with the default 0, the driver is never true, so the condition
always fails.
ContextualConditionIsInCombat
Inheritance 1 ancestor · 23 siblings
- ICharacterSubcondition
- ContextualConditionCharacterBuffStackCount
- ContextualConditionCharacterDistance
- ContextualConditionCharacterFormName
- ContextualConditionCharacterHasCAC
- ContextualConditionCharacterHasSpellBuff
- ContextualConditionCharacterHasTimeRemainingForAnimation
- ContextualConditionCharacterHealth
- ContextualConditionCharacterInRangeForSyncedAnimation
- ContextualConditionCharacterIsCastingRecall
- ContextualConditionCharacterIsLocalPlayer
- ContextualConditionCharacterMetadata
- ContextualConditionCharacterName
- ContextualConditionCharacterPlayingAnimation
- ContextualConditionCharacterPlayingEmote
- ContextualConditionCharacterPrimarySearchTag
- ContextualConditionCharacterRole
- ContextualConditionCharacterSkinID
- ContextualConditionCharacterTimeToLive
- ContextualConditionCharacterUnitTags
- ContextualConditionEnemyEncounterNumber
- ContextualConditionIsAlly
- ContextualConditionIsInCombatcurrent
- ContextualConditionIsSelf
- ContextualConditionIsStealthed
Class Documentation
Edit documentationCharacter subcondition that evaluates the driver in InCombat on the character. The
condition passes when the driver returns true.
The condition does not choose the character itself. Its parent condition does: ICharacterSubcondition describes how ContextualConditionCharacter and ContextualConditionAnyOtherHero select it.