Osiris/API/CharacterAppearOnTrailOutOfSightTo: Difference between revisions
		
		
		
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* [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]]  | * [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]]  | ||
* [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]  | * [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]  | ||
* [[Osiris/API/StoryEvent|StoryEvent]]  | |||
[[Category:Osiris Calls]]  | [[Category:Osiris Calls]]  | ||
Revision as of 16:42, 9 September 2017
Full Definition(s)
- call CharacterAppearOnTrailOutOfSightTo((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (INTEGER)_Angle, (INTEGER)_PlaySpawn, (STRING)_Event)
 
Description
Same as CharacterAppearOutOfSightTo, but _Character will walk via positions occupied by _Target over the last few seconds (making it seem as if _Character was following in the trail of _Target). It will initially approach the last cached position of _Target from angle _Angle.
Notes
- Getting the angle right is hard and error-prone. If possible, use CharacterAppearOnTrailOutOfSightToObject instead.