Difference between revisions of "Osiris/API/CharacterAppearOnTrailOutOfSightTo"
From Divinity Engine Wiki
m (link SetOnStage) |
m |
||
Line 2: | Line 2: | ||
* 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 | + | Same as [[Osiris/API/CharacterAppearOutOfSightTo|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. |
Revision as of 12:13, 25 November 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.