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), after which it will walt to '''_Target'''. 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 '''CharacterAppearOutOfSightToObject''' instead. | * Getting the angle right is hard and error-prone. If possible, use '''CharacterAppearOutOfSightToObject''' instead. | ||
===== See Also ===== | ===== See Also ===== | ||
− | * CharacterAppear | + | * [[Osiris/API/CharacterAppear|CharacterAppear]] |
− | * [[Osiris/API/CharacterAppearOnTrailOutOfSightTo]] | + | * [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]] |
− | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject]] | + | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] |
− | * [[Osiris/API/CharacterAppearOutOfSightToObject]] | + | * [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] |
[[Category:Osiris Calls]] | [[Category:Osiris Calls]] |
Revision as of 21:18, 9 August 2017
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), after which it will walt to _Target. 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.