Osiris/API/CharacterAppearOnTrailOutOfSightTo: Difference between revisions
		
		
		
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* call  '''CharacterAppearOnTrailOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')  | * call  '''CharacterAppearOnTrailOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')  | ||
===== Description =====  | ===== Description =====  | ||
Same as   | Same as [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]], but '''_Character''' will select a position occupied by '''_Target''' over the last few seconds (so that if you then make '''_Character''' walk to '''_Target''' afterwards, it seems as if '''_Character''' was following '''_Target'''). It will select the furthest cached position of '''_Target''' at angle '''_Angle'''.  | ||
===== Notes =====  | ===== Notes =====  | ||
* Getting the angle right is hard and error-prone. If possible, use   | * This only works if '''_Target''' is a [[Osiris/API/AddToParty|party member]], as the last positions are not cached for regular NPCs.  | ||
* Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] instead.  | |||
===== See Also =====  | ===== See Also =====  | ||
* [[Osiris/API/CharacterAppear|CharacterAppear]]  | * [[Osiris/API/CharacterAppear|CharacterAppear]]  | ||
* [[Osiris/API/CharacterAppearAt|CharacterAppearAt]]  | |||
* [[Osiris/API/CharacterAppearAtCustom|CharacterAppearAtCustom]]  | |||
* [[Osiris/API/CharacterAppearAtPosition|CharacterAppearAtPosition]]  | |||
* [[Osiris/API/CharacterAppearAtPositionCustom|CharacterAppearAtPositionCustom]]  | |||
* [[Osiris/API/CharacterAppearAtPositionOutOfSightTo|CharacterAppearAtPositionOutOfSightTo]]  | |||
* [[Osiris/API/CharacterAppearAtPositionOutOfSightToCustom|CharacterAppearAtPositionOutOfSightToCustom]]  | |||
* [[Osiris/API/CharacterAppearAtPositionOutOfSightToObject|CharacterAppearAtPositionOutOfSightToObject]]  | |||
* [[Osiris/API/CharacterAppearAtPositionOutOfSightToObjectCustom|CharacterAppearAtPositionOutOfSightToObjectCustom]]  | |||
* [[Osiris/API/CharacterAppearCustom|CharacterAppearCustom]]  | |||
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToCustom|CharacterAppearOnTrailOutOfSightToCustom]]  | |||
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]]  | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]]  | ||
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToObjectCustom|CharacterAppearOnTrailOutOfSightToObjectCustom]]  | |||
* [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]]  | * [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]]  | ||
* [[Osiris/API/CharacterAppearOutOfSightToCustom|CharacterAppearOutOfSightToCustom]]  | |||
* [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]  | * [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]  | ||
* [[Osiris/API/CharacterAppearOutOfSightToObjectCustom|CharacterAppearOutOfSightToObjectCustom]]  | |||
* [[Osiris/API/SetOnStage|SetOnStage]]  | |||
* [[Osiris/API/StoryEvent|StoryEvent]]  | * [[Osiris/API/StoryEvent|StoryEvent]]  | ||
[[Category:Osiris Calls]]  | [[Category:Osiris Calls|CharacterAppearOnTrailOutOfSightTo]]  | ||
Latest revision as of 08:59, 26 November 2019
Full Definition(s)
- call CharacterAppearOnTrailOutOfSightTo((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (INTEGER)_Angle, (INTEGER)_PlaySpawn, (STRING)_Event)
 
Description
Same as CharacterAppearOutOfSightTo, but _Character will select a position occupied by _Target over the last few seconds (so that if you then make _Character walk to _Target afterwards, it seems as if _Character was following _Target). It will select the furthest cached position of _Target at angle _Angle.
Notes
- This only works if _Target is a party member, as the last positions are not cached for regular NPCs.
 - Getting the angle right is hard and error-prone. If possible, use CharacterAppearOnTrailOutOfSightToObject instead.
 
See Also
- CharacterAppear
 - CharacterAppearAt
 - CharacterAppearAtCustom
 - CharacterAppearAtPosition
 - CharacterAppearAtPositionCustom
 - CharacterAppearAtPositionOutOfSightTo
 - CharacterAppearAtPositionOutOfSightToCustom
 - CharacterAppearAtPositionOutOfSightToObject
 - CharacterAppearAtPositionOutOfSightToObjectCustom
 - CharacterAppearCustom
 - CharacterAppearOnTrailOutOfSightToCustom
 - CharacterAppearOnTrailOutOfSightToObject
 - CharacterAppearOnTrailOutOfSightToObjectCustom
 - CharacterAppearOutOfSightTo
 - CharacterAppearOutOfSightToCustom
 - CharacterAppearOutOfSightToObject
 - CharacterAppearOutOfSightToObjectCustom
 - SetOnStage
 - StoryEvent