Difference between revisions of "Osiris/API/CharacterAppearOnTrailOutOfSightTo"

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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 [[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'''.
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Same as [[Osiris/API/CharacterAppearOutOfSightTo|CharacterAppearOutOfSightTo]], but '''_Character''' will select a position occupied by '''_Target''' over the last few seconds (so that if you then make '''_Character''' walk to '''_Target''' afterwards, it seems as if '''_Character''' was following '''_Target'''). It will select the furthest cached position of '''_Target''' at angle '''_Angle'''.
 
===== Notes =====
 
===== Notes =====
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* This only works if '''_Target''' is a [[Osiris/API/AddToParty|party member]], as the last positions are not cached for regular NPCs.
 
* Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] instead.
 
* Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]] instead.
 
===== See Also =====
 
===== See Also =====

Latest revision as of 10:59, 26 November 2019

Full Definition(s)
  • call CharacterAppearOnTrailOutOfSightTo((CHARACTERGUID)_Character, (GUIDSTRING)_Target, (INTEGER)_Angle, (INTEGER)_PlaySpawn, (STRING)_Event)
Description

Same as CharacterAppearOutOfSightTo, but _Character will select a position occupied by _Target over the last few seconds (so that if you then make _Character walk to _Target afterwards, it seems as if _Character was following _Target). It will select the furthest cached position of _Target at angle _Angle.

Notes
See Also