Difference between revisions of "Osiris/API/TriggerRegisterForPlayers"

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===== Notes =====
 
===== Notes =====
 
* [[Triggers#Event_Trigger|Event triggers]] are automatically registered for all characters by the engine and can not be unregistered.
 
* [[Triggers#Event_Trigger|Event triggers]] are automatically registered for all characters by the engine and can not be unregistered.
* [[Osiris/Shared/ProcTriggerRegisterForPlayers|ProcTriggerRegisterForPlayers]] ensures that the '''_Trigger''' is also registerd for characters who become players at a later point (i.e. characters recruited into the party). Use this procedure rather than the '''TriggerRegisterForPlayers''' call directly.
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* [[Osiris/Shared/ProcTriggerRegisterForPlayers|ProcTriggerRegisterForPlayers]] ensures that the '''_Trigger''' is also registered for characters who become players at a later point (i.e. characters recruited into the party), and unregistered again when player characters are dismissed. Use that procedure rather than the '''TriggerRegisterForPlayers''' call directly.
 
===== See Also =====
 
===== See Also =====
 
* [[Osiris/API/CharacterEnteredTrigger|CharacterEnteredTrigger]]
 
* [[Osiris/API/CharacterEnteredTrigger|CharacterEnteredTrigger]]

Latest revision as of 12:40, 1 November 2018

Full Definition(s)
  • call TriggerRegisterForPlayers((TRIGGERGUID)_Trigger)
Description

Registers the _Trigger for all current player characters, so that that whenever one of them enters or leaves the _Trigger, a CharacterEnteredTrigger resp. CharacterLeftTrigger event will be thrown for this trigger/character combination.

Notes
  • Event triggers are automatically registered for all characters by the engine and can not be unregistered.
  • ProcTriggerRegisterForPlayers ensures that the _Trigger is also registered for characters who become players at a later point (i.e. characters recruited into the party), and unregistered again when player characters are dismissed. Use that procedure rather than the TriggerRegisterForPlayers call directly.
See Also