WoW:API AttackTarget: Difference between revisions

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This is actually a toggle.  If not currently attacking, it will initiate attack.  If currently attacking, it will stop attacking.
This is actually a toggle.  If not currently attacking, it will initiate attack.  If currently attacking, it will stop attacking.
You can test your current attack "Action slot" using '''IsCurrentAction(actionSlot)''' for status (Attacking or Not)


''If you need a way to always engage auto-attack, rather than toggle it on or off, one workaround I've used is'' AssistUnit("player"); ''this will always attack if you have "Attack on assist" checked in the Advanced tab of the Interface Options panel. (Although, I should add that I've had trouble mixing this with ''TargetNearestEnemy()'' in the same macro - the "Assist" target info isn't updated fast enough I guess) -- [[User:JamesNeko|JamesNeko]] 07:03, 4 Mar 2006 (EST)''
''If you need a way to always engage auto-attack, rather than toggle it on or off, one workaround I've used is'' AssistUnit("player"); ''this will always attack if you have "Attack on assist" checked in the Advanced tab of the Interface Options panel. (Although, I should add that I've had trouble mixing this with ''TargetNearestEnemy()'' in the same macro - the "Assist" target info isn't updated fast enough I guess) -- [[User:JamesNeko|JamesNeko]] 07:03, 4 Mar 2006 (EST)''

Revision as of 06:29, 3 April 2006

AttackTarget -Documentation by AlexanderYoshi-

Attacks the players selected target.

Note - if already attacking a target, this toggles auto-attack off --Goldark 17:01, 12 Jan 2005 (EST)

AttackTarget();

Arguments
none

Returns
nil

Example
AttackTarget();
Result

Description
Attacks the players selected target.

This is actually a toggle. If not currently attacking, it will initiate attack. If currently attacking, it will stop attacking.

You can test your current attack "Action slot" using IsCurrentAction(actionSlot) for status (Attacking or Not)

If you need a way to always engage auto-attack, rather than toggle it on or off, one workaround I've used is AssistUnit("player"); this will always attack if you have "Attack on assist" checked in the Advanced tab of the Interface Options panel. (Although, I should add that I've had trouble mixing this with TargetNearestEnemy() in the same macro - the "Assist" target info isn't updated fast enough I guess) -- JamesNeko 07:03, 4 Mar 2006 (EST)


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