Difference between revisions of "Osiris/API/Follow"
From Divinity Engine Wiki
m (links) |
(CharacterFollowCharacter does NOT result in CharacterIsPlayer returning 1 for the follower character; there's a difference between these "regular followers" and "party followers" :|) |
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Makes '''_Character''' start following '''_ToCharacter'''. '''_Running''' indicates whether '''_Character''' should walk or run. | Makes '''_Character''' start following '''_ToCharacter'''. '''_Running''' indicates whether '''_Character''' should walk or run. | ||
===== Notes ===== | ===== Notes ===== | ||
− | |||
* Preferably use [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]] from the Shared mod. This will ensure that '''_Character''''s following behaviour gets suspended when it enters combat, and resumed afterwards. | * Preferably use [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]] from the Shared mod. This will ensure that '''_Character''''s following behaviour gets suspended when it enters combat, and resumed afterwards. | ||
* Use [[Osiris/API/CharacterStopFollow|CharacterStopFollow]] to stop the following behaviour (or [[Osiris/Shared/ProcCharacterStopFollow|ProcCharacterStopFollow]] if you used [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]]). | * Use [[Osiris/API/CharacterStopFollow|CharacterStopFollow]] to stop the following behaviour (or [[Osiris/Shared/ProcCharacterStopFollow|ProcCharacterStopFollow]] if you used [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]]). | ||
* Make sure to stop following a previous character before starting to follow a new one. [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]] will automatically take care of this. | * Make sure to stop following a previous character before starting to follow a new one. [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]] will automatically take care of this. | ||
+ | * Note that this call does ''not'' turn '''_Character''' in a so-called "party-follower" or minion, which is done via [[Osiris/API/CharacterAddToPlayerCharacter|CharacterAddToPlayerCharacter]]. The difference between "regular followers" (as created by this routine) and party followers/minions is that regular followers simply follow any other character around (you can have one NPC follow another one, if you want), while party followers/minions always follow a player-controlled character and can be partially controlled by the [[Osiris/API/CharacterGetReservedUserID|user]] that controls this player character. | ||
===== See Also ===== | ===== See Also ===== | ||
+ | * [[Osiris/API/CharacterAddToPlayerCharacter|CharacterAddToPlayerCharacter]] | ||
* [[Osiris/API/CharacterStopFollow|CharacterStopFollow]] | * [[Osiris/API/CharacterStopFollow|CharacterStopFollow]] | ||
* Helper [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]] | * Helper [[Osiris/Shared/ProcCharacterFollowCharacter|ProcCharacterFollowCharacter]] |
Revision as of 21:10, 28 November 2017
Full Definition(s)
- call CharacterFollowCharacter((CHARACTERGUID)_Character, (CHARACTERGUID)_ToCharacter, (INTEGER)_Running)
Description
Makes _Character start following _ToCharacter. _Running indicates whether _Character should walk or run.
Notes
- Preferably use ProcCharacterFollowCharacter from the Shared mod. This will ensure that _Character's following behaviour gets suspended when it enters combat, and resumed afterwards.
- Use CharacterStopFollow to stop the following behaviour (or ProcCharacterStopFollow if you used ProcCharacterFollowCharacter).
- Make sure to stop following a previous character before starting to follow a new one. ProcCharacterFollowCharacter will automatically take care of this.
- Note that this call does not turn _Character in a so-called "party-follower" or minion, which is done via CharacterAddToPlayerCharacter. The difference between "regular followers" (as created by this routine) and party followers/minions is that regular followers simply follow any other character around (you can have one NPC follow another one, if you want), while party followers/minions always follow a player-controlled character and can be partially controlled by the user that controls this player character.