Difference between revisions of "Osiris/API/SetVisible"

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* call '''SetVisible'''(''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_Bool''')
 
* call '''SetVisible'''(''(GUIDSTRING)'''''_Object''', ''(INTEGER)'''''_Bool''')
 
===== Description =====
 
===== Description =====
Makes the _Object invisible.
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Makes '''_Object''' invisible if '''_Bool''' is '''0''', or visible if it is '''1'''. '''_Object''' can be a character or an item.
 
===== Notes =====
 
===== Notes =====
* This is not the same as applying the INVISIBLE status. The character isn't visible, but gets no specific status. Story simply hides them.
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* This is not the same as [[Osiris/API/ApplyStatus|applying]] the '''INVISIBLE''' status. The character isn't visible on-screen, but gets no specific status. The engine simply hides them on screen.
* Characters who are made invisible in this way have their physics disabled. They still occupy room on the AI-grid though, and can still be hit via e.g. area-of-effect skills and surfaces.
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* Characters who are made invisible in this way have their physics disabled (i.e., they will not block arrow shots nor sight). They still occupy room on the AI-grid though, can still be hit with area-of-effect skills and surfaces, and will still be visible as far as the engine is concerned (e.g. they will still trigger [[Osiris/API/CharacterSawCharacter|CharacterSawCharacter]] events).
 
===== See Also =====
 
===== See Also =====
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* [[Osiris/API/CharacterSetDetached|CharacterSetDetached]]
 
* [[Osiris/API/SetOnStage|SetOnStage]]
 
* [[Osiris/API/SetOnStage|SetOnStage]]
 
    
 
    
[[Category:Osiris Calls]]
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[[Category:Osiris Calls|SetVisible]]

Latest revision as of 20:03, 14 March 2018

Full Definition(s)
  • call SetVisible((GUIDSTRING)_Object, (INTEGER)_Bool)
Description

Makes _Object invisible if _Bool is 0, or visible if it is 1. _Object can be a character or an item.

Notes
  • This is not the same as applying the INVISIBLE status. The character isn't visible on-screen, but gets no specific status. The engine simply hides them on screen.
  • Characters who are made invisible in this way have their physics disabled (i.e., they will not block arrow shots nor sight). They still occupy room on the AI-grid though, can still be hit with area-of-effect skills and surfaces, and will still be visible as far as the engine is concerned (e.g. they will still trigger CharacterSawCharacter events).
See Also