Osiris/API/CharacterAppearOutOfSightTo: Difference between revisions
		
		
		
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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 20:18, 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.