Difference between revisions of "Osiris/API/CharacterAppearOutOfSightTo"
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* call '''CharacterAppearOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''') | * call '''CharacterAppearOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''') | ||
===== Description ===== | ===== Description ===== | ||
− | '''_Character''' should be off-stage when calling this routine. This call will place '''_Character''' on-stage out of sight of '''_Target''' at '''_Angle''' degrees (0 = North) | + | '''_Character''' should be off-stage when calling this routine. This call will place '''_Character''' on-stage out of sight of '''_Target''' at '''_Angle''' degrees (0 = North). If '''_PlaySpawn''' is 1, '''_Character''''s spawn animation is played. If '''_PlaySpawn''' is 0, '''_Character''' is simply placed on-stage. '''_Event''' is triggered on '''_Character''' once it is on stage. |
===== Notes ===== | ===== Notes ===== | ||
− | * Getting the angle right is hard and error-prone. If possible, use | + | * Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] instead. |
===== See Also ===== | ===== See Also ===== | ||
* [[Osiris/API/CharacterAppear|CharacterAppear]] | * [[Osiris/API/CharacterAppear|CharacterAppear]] | ||
+ | * [[Osiris/API/CharacterAppearAt|CharacterAppearAt]] | ||
+ | * [[Osiris/API/CharacterAppearAtCustom|CharacterAppearAtCustom]] | ||
+ | * [[Osiris/API/CharacterAppearAtPosition|CharacterAppearAtPosition]] | ||
+ | * [[Osiris/API/CharacterAppearAtPositionCustom|CharacterAppearAtPositionCustom]] | ||
+ | * [[Osiris/API/CharacterAppearAtPositionOutOfSightTo|CharacterAppearAtPositionOutOfSightTo]] | ||
+ | * [[Osiris/API/CharacterAppearAtPositionOutOfSightToCustom|CharacterAppearAtPositionOutOfSightToCustom]] | ||
+ | * [[Osiris/API/CharacterAppearAtPositionOutOfSightToObject|CharacterAppearAtPositionOutOfSightToObject]] | ||
+ | * [[Osiris/API/CharacterAppearAtPositionOutOfSightToObjectCustom|CharacterAppearAtPositionOutOfSightToObjectCustom]] | ||
+ | * [[Osiris/API/CharacterAppearCustom|CharacterAppearCustom]] | ||
* [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]] | * [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]] | ||
+ | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToCustom|CharacterAppearOnTrailOutOfSightToCustom]] | ||
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] | ||
+ | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObjectCustom|CharacterAppearOnTrailOutOfSightToObjectCustom]] | ||
+ | * [[Osiris/API/CharacterAppearOutOfSightToCustom|CharacterAppearOutOfSightToCustom]] | ||
* [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] | * [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] | ||
− | + | * [[Osiris/API/CharacterAppearOutOfSightToObjectCustom|CharacterAppearOutOfSightToObjectCustom]] | |
− | [[Category:Osiris Calls]] | + | * [[Osiris/API/SetOnStage|SetOnStage]] |
+ | * [[Osiris/API/StoryEvent|StoryEvent]] | ||
+ | |||
+ | [[Category:Osiris Calls|CharacterAppearOutOfSightTo]] |
Latest revision as of 09:54, 26 November 2019
Full Definition(s)
- call CharacterAppearOutOfSightTo((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (INTEGER)_Angle, (INTEGER)_PlaySpawn, (STRING)_Event)
Description
_Character should be off-stage when calling this routine. This call will place _Character on-stage out of sight of _Target at _Angle degrees (0 = North). If _PlaySpawn is 1, _Character's spawn animation is played. If _PlaySpawn is 0, _Character is simply placed on-stage. _Event is triggered on _Character once it is on stage.
Notes
- Getting the angle right is hard and error-prone. If possible, use CharacterAppearOutOfSightToObject instead.
See Also
- CharacterAppear
- CharacterAppearAt
- CharacterAppearAtCustom
- CharacterAppearAtPosition
- CharacterAppearAtPositionCustom
- CharacterAppearAtPositionOutOfSightTo
- CharacterAppearAtPositionOutOfSightToCustom
- CharacterAppearAtPositionOutOfSightToObject
- CharacterAppearAtPositionOutOfSightToObjectCustom
- CharacterAppearCustom
- CharacterAppearOnTrailOutOfSightTo
- CharacterAppearOnTrailOutOfSightToCustom
- CharacterAppearOnTrailOutOfSightToObject
- CharacterAppearOnTrailOutOfSightToObjectCustom
- CharacterAppearOutOfSightToCustom
- CharacterAppearOutOfSightToObject
- CharacterAppearOutOfSightToObjectCustom
- SetOnStage
- StoryEvent