Osiris/API/SetVisible: Difference between revisions
		
		
		
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 (SetVisible(0) does not make characters invisible except for on the presentation layer)  | 
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* 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).  | * 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|SetVisible]]  | [[Category:Osiris Calls|SetVisible]]  | ||
Latest revision as of 19:03, 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).