Difference between revisions of "Osiris/API/CharacterAppearOnTrailOutOfSightTo"
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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 [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]], but '''_Character''' will | + | 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 ===== | ||
+ | * 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. | * Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] instead. | ||
===== See Also ===== | ===== See Also ===== | ||
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* [[Osiris/API/StoryEvent|StoryEvent]] | * [[Osiris/API/StoryEvent|StoryEvent]] | ||
− | [[Category:Osiris Calls]] | + | [[Category:Osiris Calls|CharacterAppearOnTrailOutOfSightTo]] |
Latest revision as of 09:59, 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