Difference between revisions of "Osiris/API/CharacterSetForceUpdate"
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===== Full Definition(s) ===== | ===== Full Definition(s) ===== | ||
− | * call '''CharacterSetForceUpdate'''(''(CHARACTERGUID)'''''_Character''') | + | * call '''CharacterSetForceUpdate'''(''(CHARACTERGUID)'''''_Character''', ''(INTEGER)'''''_Bool''') |
===== Description ===== | ===== 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'''. | 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'''. |
Revision as of 14:09, 20 September 2017
Full Definition(s)
- call CharacterSetForceUpdate((CHARACTERGUID)_Character, (INTEGER)_Bool)
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.
- Characters that are in combat are automatically force updated for the duration of the combat.
- There is no similar call for items.