Difference between revisions of "Osiris/API/SetVisible"
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* call '''SetVisible'''(''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_Bool''') | * call '''SetVisible'''(''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_Bool''') | ||
===== Description ===== | ===== Description ===== | ||
− | Makes | + | 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. | + | * 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 physics disabled. They still occupy room on the AI-grid though, | + | * 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 ===== | ||
+ | * [[Osiris/API/CharacterSetDetached|CharacterSetDetached]] | ||
* [[Osiris/API/SetOnStage|SetOnStage]] | * [[Osiris/API/SetOnStage|SetOnStage]] | ||
− | [[Category:Osiris Calls]] | + | [[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).