AppearOnTrailOutOfSightTo

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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)

See Also