Difference between revisions of "Osiris/API/CharacterMoveToAndTalk"
From Divinity Engine Wiki
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* [[Osiris/API/CharacterMoveToAndTalkRequestDialogFailed|CharacterMoveToAndTalkRequestDialogFailed]] | * [[Osiris/API/CharacterMoveToAndTalkRequestDialogFailed|CharacterMoveToAndTalkRequestDialogFailed]] | ||
* [[Osiris/API/CharacterMoveToAndTalkRequestDialogFailedEvent|CharacterMoveToAndTalkRequestDialogFailedEvent]] | * [[Osiris/API/CharacterMoveToAndTalkRequestDialogFailedEvent|CharacterMoveToAndTalkRequestDialogFailedEvent]] | ||
− | * [[Osiris/API/ | + | * [[Osiris/API/CharacterMoveTo|CharacterMoveTo]] |
[[Category:Osiris Calls|CharacterMoveToAndTalk]] | [[Category:Osiris Calls|CharacterMoveToAndTalk]] |
Latest revision as of 18:47, 1 October 2021
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.