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). 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 '''CharacterAppearOutOfSightToObject''' instead.
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* Getting the angle right is hard and error-prone. If possible, use [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]] instead.
 
===== See Also =====
 
===== See Also =====
 
* [[Osiris/API/CharacterAppear|CharacterAppear]]
 
* [[Osiris/API/CharacterAppear|CharacterAppear]]
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* [[Osiris/API/CharacterAppearAt|CharacterAppearAt]]
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* [[Osiris/API/CharacterAppearAtCustom|CharacterAppearAtCustom]]
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* [[Osiris/API/CharacterAppearAtPosition|CharacterAppearAtPosition]]
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* [[Osiris/API/CharacterAppearAtPositionCustom|CharacterAppearAtPositionCustom]]
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* [[Osiris/API/CharacterAppearAtPositionOutOfSightTo|CharacterAppearAtPositionOutOfSightTo]]
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* [[Osiris/API/CharacterAppearAtPositionOutOfSightToCustom|CharacterAppearAtPositionOutOfSightToCustom]]
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* [[Osiris/API/CharacterAppearAtPositionOutOfSightToObject|CharacterAppearAtPositionOutOfSightToObject]]
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* [[Osiris/API/CharacterAppearAtPositionOutOfSightToObjectCustom|CharacterAppearAtPositionOutOfSightToObjectCustom]]
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* [[Osiris/API/CharacterAppearCustom|CharacterAppearCustom]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightTo|CharacterAppearOnTrailOutOfSightTo]]
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* [[Osiris/API/CharacterAppearOnTrailOutOfSightToCustom|CharacterAppearOnTrailOutOfSightToCustom]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]]
 
* [[Osiris/API/CharacterAppearOnTrailOutOfSightToObject|CharacterAppearOnTrailOutOfSightToObject]]
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* [[Osiris/API/CharacterAppearOnTrailOutOfSightToObjectCustom|CharacterAppearOnTrailOutOfSightToObjectCustom]]
 +
* [[Osiris/API/CharacterAppearOutOfSightToCustom|CharacterAppearOutOfSightToCustom]]
 
* [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]
 
* [[Osiris/API/CharacterAppearOutOfSightToObject|CharacterAppearOutOfSightToObject]]
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* [[Osiris/API/CharacterAppearOutOfSightToObjectCustom|CharacterAppearOutOfSightToObjectCustom]]
[[Category:Osiris Calls]]
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* [[Osiris/API/SetOnStage|SetOnStage]]
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* [[Osiris/API/StoryEvent|StoryEvent]]
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[[Category:Osiris Calls|CharacterAppearOutOfSightTo]]

Latest revision as of 10:54, 26 November 2019

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). 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