Difference between revisions of "Osiris/API/CharacterAppearAt"

From Divinity Engine Wiki
Jump to: navigation, search
(Documented CharacterAppearAt)
 
m
Line 4: Line 4:
 
'''_Character''', which can currently be off-stage, appears at the position of '''_Target'''. '''_Target''' can be another character, an item or a trigger. If '''_PlaySpawn''' is 1, the character-specific spawn animation is played. Once the character has appeared on stage (and finished playing its spawning animation if requested), '''_Event''' is raised for '''_Character'''.
 
'''_Character''', which can currently be off-stage, appears at the position of '''_Target'''. '''_Target''' can be another character, an item or a trigger. If '''_PlaySpawn''' is 1, the character-specific spawn animation is played. Once the character has appeared on stage (and finished playing its spawning animation if requested), '''_Event''' is raised for '''_Character'''.
 
===== Notes =====
 
===== Notes =====
* This routine does '''not''' work if '''_Character''' is dead. Use '''SetOnStage''' instead for such characters.
+
* This routine does '''not''' work if '''_Character''' is dead. Use [[Osiris/API/SetOnStage|SetOnStage]] instead for such characters.
 
===== See Also =====
 
===== See Also =====
 
* [[Osiris/API/CharacterAppear|CharacterAppear]]
 
* [[Osiris/API/CharacterAppear|CharacterAppear]]

Revision as of 12:43, 25 November 2017

Full Definition(s)
  • call CharacterAppearAt((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (INTEGER)_PlaySpawn, (STRING)_Event)
Description

_Character, which can currently be off-stage, appears at the position of _Target. _Target can be another character, an item or a trigger. If _PlaySpawn is 1, the character-specific spawn animation is played. Once the character has appeared on stage (and finished playing its spawning animation if requested), _Event is raised for _Character.

Notes
  • This routine does not work if _Character is dead. Use SetOnStage instead for such characters.
See Also