Spawn in stealth mode, get close, then attack, and here I thought it would be that simple :) please help! i have found that creatures can spawn in stealth mode only if they're not in front of you, say in another room… ActionUseSkill(
 SKILL_STEALTH,OBJECT_SELF,0,
 GetItemInSlot(INVENTORY_SLOT_BELT)
 );…but it takes a couple of seconds for them to disappear and when one enters combat mode all the rest do as well, so i figure l'll just have to script the whole ai to avoid that (and to make them come close before an attack). Any help would be a great help ;)
 
 If only I knew how to execute a script when a creature succeeds with an attack… well I could emulate the stealth mode this way:
 1- spawn: turn off rendering and make invisible.
 2- enemy damaged: turn on rendering, make visible, apply the uncloak vfx, reduce base attack.
 
 it'd be definitely much easyer
  
 
  
  
    never mind, this seems to work, any corrections would be welcome anyway
 
 #include "k_inc_generic"
 #include "k_inc_debug"
 
 void Uncloak();
 
 void main(){
 int nUser = GetUserDefinedEventNumber();
 if(nUser == 1003) // END OF COMBAT
 {
 if(!GetLocalBoolean(OBJECT_SELF,42) && GetLastAttackResult()){
 Uncloak();
 }
 }else if(nUser == 1005) // ATTACKED
 {
 if(!GetLocalBoolean(OBJECT_SELF,42)) Uncloak();
 }else if(nUser == HOSTILE_RETREAT)
 {
 UT_ReturnToBase();
 }
 }
 
 
 void Uncloak(){
 RemoveEffect(OBJECT_SELF,EffectInvisibility(INVISI BILITY_TYPE_NORMAL));
 ApplyEffectToObject(
 DURATION_TYPE_PERMANENT,
 EffectVisualEffect(8001),
 OBJECT_SELF
 );
 EnableRendering(OBJECT_SELF,TRUE);
 SetLocalBoolean(OBJECT_SELF,42,TRUE);
 }