(Formerly known as global function FaceCharacter, which is now obsolete)
Character.FaceCharacter(Character* toFace, optional BlockingStyle)
Turns the graphic of the character so that it looks like he is facing
character TOFACE. This involves changing the current loop to the appropriate
loop number, and setting the frame number to 0 (standing).
If the character has Turning enabled (ie. the "Characters turn to face direction" game
option is turned on, and the character does not have the "Do not turn before walking"
option checked), then the character will turn on the spot in order to face the new direction.
In this case, the BlockingStyle parameter determines whether the script waits for the
character to finish turning (eBlock, the default) or whether the script continues immediately
and the character finishes turning later on (eNoBlock).
If the character does not have Turning enabled, he will immediately turn to face the
new direction and the BlockingStyle parameter has no effect. In this case, the screen
will not be refreshed straight away -- if you want to see the character facing his new direction
immediately, call Wait(1);
Example:
cEgo.FaceCharacter(cMan);
will make the character EGO face the character MAN
See Also: Character.FaceLocation,
Character.FaceObject,
Character.Walk
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