Difference between revisions of "Osiris/API/CharacterAppearCustom"

From Divinity Engine Wiki
Jump to: navigation, search
(Documented CharacterAppearCustom)
 
m
Line 11: Line 11:
 
* [[Osiris/API/CharacterAppearAtPosition|CharacterAppearAtPosition]]
 
* [[Osiris/API/CharacterAppearAtPosition|CharacterAppearAtPosition]]
 
* [[Osiris/API/CharacterAppearAtPositionCustom|CharacterAppearAtPositionCustom]]
 
* [[Osiris/API/CharacterAppearAtPositionCustom|CharacterAppearAtPositionCustom]]
 +
* [[Osiris/API/CharacterAppearAtPositionOutOfSightTo|CharacterAppearAtPositionOutOfSightTo]]
 +
* [[Osiris/API/CharacterAppearAtPositionOutOfSightToCustom|CharacterAppearAtPositionOutOfSightToCustom]]
 +
* [[Osiris/API/CharacterAppearAtPositionOutOfSightToObject|CharacterAppearAtPositionOutOfSightToObject]]
 +
* [[Osiris/API/CharacterAppearAtPositionOutOfSightToObjectCustom|CharacterAppearAtPositionOutOfSightToObjectCustom]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToCustom|CharacterAppearOnTrailOutOfSightToCustom]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToCustom|CharacterAppearOnTrailOutOfSightToCustom]]
Line 19: Line 23:
 
* [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]
 
* [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]
 
* [[Osiris/API/CharacterAppearOutOfSightToObjectCustom|CharacterAppearOutOfSightToObjectCustom]]
 
* [[Osiris/API/CharacterAppearOutOfSightToObjectCustom|CharacterAppearOutOfSightToObjectCustom]]
 +
* [[Osiris/API/SetOnStage|SetOnStage]]
 +
* [[Osiris/API/StoryEvent|StoryEvent]]
  
 
[[Category:Osiris Calls]]
 
[[Category:Osiris Calls]]

Revision as of 13:20, 25 November 2017

Full Definition(s)
  • call CharacterAppearCustom((CHARACTERGUID)_Character, (STRING)_Animation, (STRING)_Event)
Description

Same as CharacterAppear with _PlaySpawn = 1, except that the specified _Animation will be played when spawning instead of the default spawning animation.

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