Difference between revisions of "Osiris/API/CharacterAppearOutOfSightTo"

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* call  '''CharacterAppearOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')
 
* call  '''CharacterAppearOutOfSightTo'''(''(CHARACTERGUID)'''''_Character''', ''(GUIDSTRING)'''''_Target''', ''(INTEGER)'''''_Angle''', ''(INTEGER)'''''_PlaySpawn''', ''(STRING)'''''_Event''')
 
===== Description =====
 
===== Description =====
'''_Character''' should be off-stage when calling this routine. This call will place '''_Character''' on-stage out of sight of '''_Target''' at '''_Angle''' degrees (0 = North), after which it will walt to '''_Target'''. If '''_PlaySpawn''' is 1, '''_Character''''s spawn animation is played. If '''_PlaySpawn''' is 0, '''_Character''' is simply placed on-stage. '''_Event''' is triggered on '''_Character''' once it is on stage.
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'''_Character''' should be off-stage when calling this routine. This call will place '''_Character''' on-stage out of sight of '''_Target''' at '''_Angle''' degrees (0 = North), after which it will walk to '''_Target'''. If '''_PlaySpawn''' is 1, '''_Character''''s spawn animation is played. If '''_PlaySpawn''' is 0, '''_Character''' is simply placed on-stage. '''_Event''' is triggered on '''_Character''' once it is on stage.
 
===== Notes =====
 
===== Notes =====
 
* Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] instead.
 
* Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] instead.

Revision as of 21:54, 22 February 2018

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

_Character should be off-stage when calling this routine. This call will place _Character on-stage out of sight of _Target at _Angle degrees (0 = North), after which it will walk to _Target. If _PlaySpawn is 1, _Character's spawn animation is played. If _PlaySpawn is 0, _Character is simply placed on-stage. _Event is triggered on _Character once it is on stage.

Notes
See Also