AppearOnTrailOutOfSightTo
Description
Same as AppearOutOfSightTo , 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 _DirectionFrom
.
Full Definitions
call AppearOnTrailOutOfSightTo((CHARACTER)_Character, (CHARACTER)_Target, (GUIDSTRING)_DirectionFrom, (INTEGER)_PlaySpawn, (ANIMATION)_CustomSpawnAnimation, (STRING)_AppearedEvent, (INTEGER)_PreventTeleportOnFailure)