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'''.
Same as [[Osiris/API/CharacterAppearOutOfSightTo|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.

Revision as of 11:13, 25 November 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.
See Also