Difference between revisions of "Osiris/Shared/ProcStateManagerCharacterMoveTo"
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===== Full Definition(s) ===== | ===== Full Definition(s) ===== | ||
− | * PROC '''ProcStateManagerCharacterMoveTo'''(''(CHARACTERGUID)'''''_Char''',''''(GUIDSTRING)'''''_Destination''',''(INTEGER)'''''_Running''',''(REAL)''''' | + | * PROC '''ProcStateManagerCharacterMoveTo'''(''(CHARACTERGUID)'''''_Char''',''''(GUIDSTRING)'''''_Destination''',''(INTEGER)'''''_Running''',''(REAL)'''''_MaxDist''',''(STRING)'''''_Event''',''(STRING)'''''_AfterArrivalState''') |
===== Description ===== | ===== 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. ''' | + | 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 ===== | ===== Return Values ===== | ||
* / | * / |
Revision as of 07:50, 11 August 2017
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.
- Preferably always use this routine or ProcCharacterMoveTo instead of CharacterMoveTo