Difference between revisions of "Osiris/API/CharacterAppearOnTrailOutOfSightToObject"

From Divinity Engine Wiki
Jump to: navigation, search
m (Refer to story event)
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
===== Full Definition(s) =====
 
===== Full Definition(s) =====
* call  '''CharacterAppearOnTrailOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')
+
* call  '''CharacterAppearOnTrailOutOfSightToObject'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')
 
===== Description =====
 
===== Description =====
Same as '''CharacterAppearOutOfSightToObject''', but '''_Character''' will walk via positions occupied by '''_Target''' over the last few seconds (making it seem as if '''_Character''' is following in the trail of '''_Target'''). It will initially approach the last cached position of''' _Target''' from the direction of '''_Object'''.
+
Same as [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]], 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''' in the direction '''_Object'''.
 
===== Notes =====
 
===== Notes =====
* /
+
* This only works if '''_Target''' is a [[Osiris/API/AddToParty|party member]], as the last positions are not cached for regular NPCs.
 
===== 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/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]]
 +
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToCustom|CharacterAppearOnTrailOutOfSightToCustom]]
 +
* [[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|CharacterAppearOnTrailOutOfSightToObject]]

Latest revision as of 10:00, 26 November 2019

Full Definition(s)
  • call CharacterAppearOnTrailOutOfSightToObject((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (GUIDSTRING)_Object, (INTEGER)_PlaySpawn, (STRING)_Event)
Description

Same as CharacterAppearOutOfSightToObject, 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 in the direction _Object.

Notes
  • This only works if _Target is a party member, as the last positions are not cached for regular NPCs.
See Also