Osiris/API/CharacterAppearOnTrailOutOfSightTo: Difference between revisions
		
		
		
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* call  '''CharacterAppearOnTrailOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')  | * call  '''CharacterAppearOnTrailOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')  | ||
===== Description =====  | ===== 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 =====  | ===== Notes =====  | ||
* Getting the angle right is hard and error-prone. If possible, use '''CharacterAppearOnTrailOutOfSightToObject''' instead.  | * Getting the angle right is hard and error-prone. If possible, use '''CharacterAppearOnTrailOutOfSightToObject''' instead.  | ||
===== See Also =====  | ===== See Also =====  | ||
* [[Osiris/API/CharacterAppear]]  | * [[Osiris/API/CharacterAppear|CharacterAppear]]  | ||
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject]]  | * [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]]  | ||
* [[Osiris/API/CharacterAppearOutOfSightTo]]  | * [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]]  | ||
* [[Osiris/API/CharacterAppearOutOfSightToObject]]  | * [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]  | ||
[[Category:Osiris Calls]]  | [[Category:Osiris Calls]]  | ||
Revision as of 20:17, 9 August 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.