Difference between revisions of "Osiris/API/CharacterMoveToAndTalk"
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Causes '''_Character''' to start moving to '''_Target''', either walking or running depending on whether '''_Running''' is '''0''' or '''1'''. Once '''_Character''' has arrived at its destination, the [[Osiris/API/CharacterMoveToAndTalkRequestDialog|CharacterMoveToAndTalkRequestDialog]] event will be thrown with the '''_Character''', '''_Target''', '''_DialogID''', '''_IsAutomated''' and '''_MoveID''' parameters. | Causes '''_Character''' to start moving to '''_Target''', either walking or running depending on whether '''_Running''' is '''0''' or '''1'''. Once '''_Character''' has arrived at its destination, the [[Osiris/API/CharacterMoveToAndTalkRequestDialog|CharacterMoveToAndTalkRequestDialog]] event will be thrown with the '''_Character''', '''_Target''', '''_DialogID''', '''_IsAutomated''' and '''_MoveID''' parameters. | ||
− | If the '''_Character''' does not exist or is dead, if '''_Target''' does not | + | If the '''_Character''' does not exist or is dead, if '''_Target''' does not exist or is dead/destroyed or is in a different level, or if it takes longer than '''_TimeOut''' seconds seconds to reach '''_Target''', a [[Osiris/API/CharacterMoveToAndTalkFailed|CharacterMoveToAndTalkFailed]] event will be thrown instead. |
===== Notes ===== | ===== Notes ===== | ||
* This call does not actually start a dialog once '''_Character''' reaches target. You have to do that yourself when you receive the [[Osiris/API/CharacterMoveToAndTalkRequestDialog|CharacterMoveToAndTalkRequestDialog]] event. | * This call does not actually start a dialog once '''_Character''' reaches target. You have to do that yourself when you receive the [[Osiris/API/CharacterMoveToAndTalkRequestDialog|CharacterMoveToAndTalkRequestDialog]] event. |
Revision as of 14:13, 6 December 2018
Full Definition(s)
- call CharacterMoveToAndTalk((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (STRING)_DialogID, (INTEGER)_IsAutomated, (STRING)_MoveID, (INTEGER)_Running, (REAL)_TimeOut)
Description
Causes _Character to start moving to _Target, either walking or running depending on whether _Running is 0 or 1. Once _Character has arrived at its destination, the CharacterMoveToAndTalkRequestDialog event will be thrown with the _Character, _Target, _DialogID, _IsAutomated and _MoveID parameters.
If the _Character does not exist or is dead, if _Target does not exist or is dead/destroyed or is in a different level, or if it takes longer than _TimeOut seconds seconds to reach _Target, a CharacterMoveToAndTalkFailed event will be thrown instead.
Notes
- This call does not actually start a dialog once _Character reaches target. You have to do that yourself when you receive the CharacterMoveToAndTalkRequestDialog event.