Difference between revisions of "Osiris/Shared/ProcStateManagerCharacterMoveTo"
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* This routine requires that the ''State_Manager_GoTo'' character script has been assigned to '''_Char''' | * This routine requires that the ''State_Manager_GoTo'' character script has been assigned to '''_Char''' | ||
* This routine can be used instead of the regular [[Osiris/Shared/ProcCharacterMoveTo|ProcCharacterMoveTo]] if you want a character to join combats it encounters on its way. | * This routine can be used instead of the regular [[Osiris/Shared/ProcCharacterMoveTo|ProcCharacterMoveTo]] if you want a character to join combats it encounters on its way. | ||
+ | * This routine will [[Osiris/API/CharacterSetForceUpdate|force updating]] for the character while it is walking, so it will work even if no players are nearby. | ||
* Preferably always use this routine or [[Osiris/Shared/ProcCharacterMoveTo|ProcCharacterMoveTo]] instead of [[Osiris/API/CharacterMoveTo|CharacterMoveTo]] | * Preferably always use this routine or [[Osiris/Shared/ProcCharacterMoveTo|ProcCharacterMoveTo]] instead of [[Osiris/API/CharacterMoveTo|CharacterMoveTo]] | ||
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===== See Also ===== | ===== See Also ===== | ||
* [[Osiris/API/CharacterMoveTo|CharacterMoveTo]] | * [[Osiris/API/CharacterMoveTo|CharacterMoveTo]] |
Revision as of 14:47, 23 January 2018
Full Definition(s)
- PROC ProcStateManagerCharacterMoveTo((CHARACTERGUID)_Char, (GUIDSTRING)_Destination, (INTEGER)_Running, (REAL)_MaxDist, (STRING)_Event, (STRING)_AfterArrivalState)
Description
Uses a behaviour script's CharacterMoveTo to move _Char to _Destination (can be a character, item or trigger). _Running can be 0 or 1 to indicate walking resp. running. _MaxDist indicates the maximum distance between _Char and _Destination before the routine can assume that _Char has arrived. If _Event is a non-empty string, a Character Event will be raised for _Char once it arrives. _AfterArrivalState specifies the state to which the character should go when it arrives (can be an empty string to disable the state manager afterwards).
Return Values
- /
Notes
- This routine requires that the State_Manager_GoTo character script has been assigned to _Char
- This routine can be used instead of the regular ProcCharacterMoveTo if you want a character to join combats it encounters on its way.
- This routine will force updating for the character while it is walking, so it will work even if no players are nearby.
- Preferably always use this routine or ProcCharacterMoveTo instead of CharacterMoveTo