Difference between revisions of "Osiris/API/SetVisible"

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(Created page with "===== Full Definition(s) ===== * call '''SetVisible'''(''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_Bool''') ===== Description ===== Makes the _Object invisible. ===== Note...")
 
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* call '''SetVisible'''(''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_Bool''')
 
* call '''SetVisible'''(''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_Bool''')
 
===== Description =====
 
===== Description =====
Makes the _Object invisible.
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Makes '''_Object''' invisible if '''_Bool''' is '''0''', or visible if it is '''1'''. '''_Object''' can be a character or an item.
 
===== Notes =====
 
===== Notes =====
* This is not the same as applying the INVISIBLE status. The character isn't visible, but gets no specific status. Story simply hides them.
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* This is not the same as [[Osiris/API/ApplyStatus|applying]] the '''INVISIBLE''' status. The character isn't visible on-screen, but gets no specific status. The engine simply hides them on screen.
* Characters who are made invisible in this way have their AI and physics objects disabled, which means characters will walk through them and they won't occupy space on the AI grid.
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* Characters who are made invisible in this way have their physics disabled (i.e., they will not block arrow shots nor sight). They still occupy room on the AI-grid though, can still be hit with area-of-effect skills and surfaces, and will still be visible as far as the engine is concerned (e.g. they will still trigger [[Osiris/API/CharacterSawCharacter|CharacterSawCharacter]] events).
 
===== See Also =====
 
===== See Also =====
* /
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* [[Osiris/API/CharacterSetDetached|CharacterSetDetached]]
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* [[Osiris/API/SetOnStage|SetOnStage]]
 
    
 
    
[[Category:Osiris Calls]]
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[[Category:Osiris Calls|SetVisible]]

Latest revision as of 20:03, 14 March 2018

Full Definition(s)
  • call SetVisible((GUIDSTRING)_Object, (INTEGER)_Bool)
Description

Makes _Object invisible if _Bool is 0, or visible if it is 1. _Object can be a character or an item.

Notes
  • This is not the same as applying the INVISIBLE status. The character isn't visible on-screen, but gets no specific status. The engine simply hides them on screen.
  • Characters who are made invisible in this way have their physics disabled (i.e., they will not block arrow shots nor sight). They still occupy room on the AI-grid though, can still be hit with area-of-effect skills and surfaces, and will still be visible as far as the engine is concerned (e.g. they will still trigger CharacterSawCharacter events).
See Also