Difference between revisions of "Osiris/Shared/ProcStateManagerCharacterMoveTo"
From Divinity Engine Wiki
m |
m (ProcStateManagerCharacterMoveTo does not force-synch by default, but does have implicit support for it via a variable.) |
||
(One intermediate revision by the same user not shown) | |||
Line 8: | Line 8: | ||
* 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. | ||
+ | * If you wish to [[Osiris/API/CharacterSetForceUpdate|force update]] for the character while it is walking, so it will work even if no players are nearby, [[Osiris/API/SetVarInteger|set the ForceSynchWhileMoving integer variable]] of '''_Char''' to 1 before calling this routine (it will be set to 0 again once the move has finished, and force updating will also stop at that moment). | ||
* 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]] | ||
+ | |||
===== See Also ===== | ===== See Also ===== | ||
* [[Osiris/API/CharacterMoveTo|CharacterMoveTo]] | * [[Osiris/API/CharacterMoveTo|CharacterMoveTo]] |
Latest revision as of 10:09, 13 April 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.
- If you wish to force update for the character while it is walking, so it will work even if no players are nearby, set the ForceSynchWhileMoving integer variable of _Char to 1 before calling this routine (it will be set to 0 again once the move has finished, and force updating will also stop at that moment).
- Preferably always use this routine or ProcCharacterMoveTo instead of CharacterMoveTo