Difference between revisions of "Osiris/API/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]] | ||
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[[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.