Difference between revisions of "Osiris/API/CharacterFlushQueue"
From Divinity Engine Wiki
m (Replaced some keywords by links, corrected misinformation about this call also flushing PlayAnimation calls) |
m (Document how to stop an ongoing animation) |
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* This will only flush actions queued from Osiris. It has no effect on actions started from behaviour scripts. | * This will only flush actions queued from Osiris. It has no effect on actions started from behaviour scripts. | ||
* If you wish to discard the queued actions instead of make their effects happen immediately, use [[Osiris/API/CharacterPurgeQueue|CharacterPurgeQueue]] instead. | * If you wish to discard the queued actions instead of make their effects happen immediately, use [[Osiris/API/CharacterPurgeQueue|CharacterPurgeQueue]] instead. | ||
− | * A notable exception of APIs not affected by this API [[Osiris/API/PlayAnimation|PlayAnimation]]. | + | * A notable exception of APIs not affected by this API [[Osiris/API/PlayAnimation|PlayAnimation]]. An ongoing animation can be aborted by playing a new animation on the same object. If you specify a non-existent animation (such as the empty string), it will stop the ongoing animation without starting a new one (there is no clean way to achieve the same result). |
===== See Also ===== | ===== See Also ===== | ||
* [[Osiris/API/CharacterPurgeQueue|CharacterPurgeQueue]] | * [[Osiris/API/CharacterPurgeQueue|CharacterPurgeQueue]] | ||
[[Category:Osiris Calls]] | [[Category:Osiris Calls]] |
Revision as of 09:56, 13 September 2017
Full Definition(s)
- call CharacterFlushQueue((CHARACTERGUID)_Character)
Description
If you start an Osiris action for a character while another is still busy, or multiple actions at the same time, then these actions are all queued. For example, you can queue multiple CharacterMoveTo events to prevent a hick-up between catching the event from arriving and dispatching the next move.
This call will complete the currently executing action and all queued actions for _Character instantaneously while preserving their side-effects. This means that move events are turned into teleports, while animations are skipped (but their completion events will still be triggered, in order).
Notes
- This will only flush actions queued from Osiris. It has no effect on actions started from behaviour scripts.
- If you wish to discard the queued actions instead of make their effects happen immediately, use CharacterPurgeQueue instead.
- A notable exception of APIs not affected by this API PlayAnimation. An ongoing animation can be aborted by playing a new animation on the same object. If you specify a non-existent animation (such as the empty string), it will stop the ongoing animation without starting a new one (there is no clean way to achieve the same result).