Hi all,
 
 If I want to make sure that a certain script runs whenever the party enters combat, how would I achieve that?
 
 Is there an event I can use? 
 If so, how do I attach the script to it?
 
 See ya
 Xiskio
  
 
  
  
    As far as I can tell, In K2 there is an "OnAttacked" that is used in the scripts section of a UTC file. The script looks like the right one. You will probably need to redefine "k_def_attacked1". 
 
 #include "k_inc_switch"
 #include "k_inc_debug"
 
 void main()
 {
 ExecuteScript("k_ai_master", OBJECT_SELF, KOTOR_DEFAULT_EVENT_ON_ATTACKED);
 /*
 //Shout that I was attacked
 SpeakString("GEN_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
 //SpeakString("GEN_COMBAT_ACTIVE", TALKVOLUME_SILENT_TALK);
 if(GetCommandable() && !GN_GetSpawnInCondition(SW_FLAG_AI_OFF))
 {
 if(!GN_GetIsFighting(OBJECT_SELF))
 {
 GN_MyPrintString("GENERIC DEBUG *************** Determine Combat Round from On Attacked");
 GN_DetermineCombatRound();
 //Shout that I was attacked
 SpeakString("GEN_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
 //SpeakString("GEN_COMBAT_ACTIVE", TALKVOLUME_SILENT_TALK);
 }
 else if(GetCurrentAction() == ACTION_QUEUEEMPTY)
 {
 GN_MyPrintString("GENERIC DEBUG *************** Determine Combat Round from On Attacked");
 GN_DetermineCombatRound();
 //Shout that I was attacked
 SpeakString("GEN_I_WAS_ATTACKED", TALKVOLUME_SILENT_TALK);
 }
 }
 if(GN_GetSpawnInCondition(SW_FLAG_EVENT_ON_ATTACKE D))
 {
 SignalEvent(OBJECT_SELF, EventUserDefined(1005));
 }
 */
 }
  
 
  
  
    Thanks for the hint.
 
 It seems to work but not exactly as I would have wished. The event seems to be fired whenever someone is hit and not as soon as the party enters combat.
 
 I am currently looking deeper into the event handling.
 Any ideas where I can get some more infos about it?