Difference between revisions of "Osiris/API/CharacterSetForceUpdate"

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(CharacterSetForceUpdate)
 
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* Use this functionality very sparingly, as it can easily lead to a lot of unnecessary overhead.
 
* Use this functionality very sparingly, as it can easily lead to a lot of unnecessary overhead.
 
* If this function is called while the character was inactive, it will '''''not'''''  make it active. It will only keep the character active once it has become active due to a player being nearby, or if it receives an event.
 
* If this function is called while the character was inactive, it will '''''not'''''  make it active. It will only keep the character active once it has become active due to a player being nearby, or if it receives an event.
 +
* There is no similar call for items.
 
===== See Also =====
 
===== See Also =====
 
* [[Osiris/API/CharacterSetForceSynch|CharacterSetForceSynch]]
 
* [[Osiris/API/CharacterSetForceSynch|CharacterSetForceSynch]]
* [[Osiris/API/ItemSetForceSynch|ItemSetForceSynch]]
 
 
   
 
   
 
[[Category:Osiris Calls]]
 
[[Category:Osiris Calls]]

Revision as of 17:33, 9 September 2017

Full Definition(s)
  • call CharacterSetForceUpdate((CHARACTERGUID)_Character)
Description

Reactions from behaviour scripts are only active if at least one player character is "nearby" (currently: within 30 meters). This routine can be used to force _Character's reactions to remain active even if no player character are nearby, by passing 1 as _Bool. Once the character's behaviours no longer need to remain permanently active, you can make its activity status again depend on the nearness of a player character by calling it with 0 as _Bool.

Notes
  • Use this functionality very sparingly, as it can easily lead to a lot of unnecessary overhead.
  • If this function is called while the character was inactive, it will not make it active. It will only keep the character active once it has become active due to a player being nearby, or if it receives an event.
  • There is no similar call for items.
See Also