Difference between revisions of "Osiris/API/CharacterAppearOnTrailOutOfSightTo"
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* call '''CharacterAppearOnTrailOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''') | * call '''CharacterAppearOnTrailOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''') | ||
===== Description ===== | ===== Description ===== | ||
− | + | Same as '''CharacterAppearOutOfSightTo''', but '''_Character''' will walk via positions occupied by '''_Target''' over the last few seconds (making it seem as if '''_Character''' was following in the trail of '''_Target'''). It will initially approach the last cached position of''' _Target''' from angle '''_Angle'''. | |
===== Notes ===== | ===== Notes ===== | ||
* Getting the angle right is hard and error-prone. If possible, use '''CharacterAppearOnTrailOutOfSightToObject''' instead. | * Getting the angle right is hard and error-prone. If possible, use '''CharacterAppearOnTrailOutOfSightToObject''' instead. | ||
===== See Also ===== | ===== See Also ===== | ||
− | * [[Osiris/API/CharacterAppear]] | + | * [[Osiris/API/CharacterAppear|CharacterAppear]] |
− | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject]] | + | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] |
− | * [[Osiris/API/CharacterAppearOutOfSightTo]] | + | * [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]] |
− | * [[Osiris/API/CharacterAppearOutOfSightToObject]] | + | * [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] |
[[Category:Osiris Calls]] | [[Category:Osiris Calls]] |
Revision as of 21:17, 9 August 2017
Full Definition(s)
- call CharacterAppearOnTrailOutOfSightTo((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (INTEGER)_Angle, (INTEGER)_PlaySpawn, (STRING)_Event)
Description
Same as CharacterAppearOutOfSightTo, but _Character will walk via positions occupied by _Target over the last few seconds (making it seem as if _Character was following in the trail of _Target). It will initially approach the last cached position of _Target from angle _Angle.
Notes
- Getting the angle right is hard and error-prone. If possible, use CharacterAppearOnTrailOutOfSightToObject instead.