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  • === Quote box layout === = Social Site Bug Reporting Area =
    10 KB (1,784 words) - 09:54, 31 May 2010
  • The [[ARL]] file type is used to store area layout data using the [[GFF]] file format. ...is a layout that can then be assigned to the Area Layout property of an [[Area]] resource.
    316 B (57 words) - 12:45, 6 June 2011
  • This will help those wishing to avoid going through every area layout to find the one they want. *[[:Image:Combat.jpg|combat]] - Open Combat Area
    11 KB (1,876 words) - 12:57, 17 August 2012
  • ...k character in the correct place in the hub, you'll need to have a testing area (that isn't exported or packaged in the player file) to find the coordinate ...et. When you create the test area, cas_100" should be available as an area layout.
    5 KB (876 words) - 20:35, 14 June 2011
  • | .[[ARE]] || Area information: holds designer data about an area | .[[ARL]] || Area Layout file
    8 KB (1,079 words) - 12:22, 6 June 2011
  • === Level/Area layouts (Art Resource) === Level layouts (also called Area layouts) are another Art Resource in itself. They are a simple world Design
    5 KB (886 words) - 16:42, 1 February 2022
  • {{inspector section|Layout Setting}} {{inspector row|Layout|}}
    6 KB (909 words) - 18:48, 14 January 2010
  • ...tor but not the area editor. You can also add the effect dynamically to an area using a script. ...rea and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.
    29 KB (5,337 words) - 03:21, 22 May 2012
  • # Open or create an area and click on its Area Layout property: the area layouts from the DLC, for example gwb110d/shl100d, are listed You can now include use these area layouts to create areas in your own mods.
    2 KB (293 words) - 14:40, 6 May 2014
  • ...] list is intended to help those wishing to avoid going through every area layout to find the one they want. * [[Area layouts used in the single player module]]
    2 KB (383 words) - 07:59, 7 December 2013
  • ...tor but not the area editor. You can also add the effect dynamically to an area using a script. ...rea and see what your effect will look like in game. In Layout, select the area resource. Your effect should be near the upper right corner.
    33 KB (4,559 words) - 20:18, 9 March 2011
  • ...he player actually adventures. When you create an area you must specify a layout which is a Level that has been posted to the database.
    2 KB (378 words) - 16:06, 10 January 2010
  • === When I choose followers from the Party Picker, they spawn into the area but do not join === Layout=2
    39 KB (4,983 words) - 20:54, 26 October 2014
  • ...aming conventions (i.e. do we add a prefix, suffix, nothing) and the basic layout of the page. I would also like to avoid putting example scripts directly o ...plates when we auto-generate the script pages, we'll be able to update the layout of the page later on without having to re-edit everything. I was planning o
    11 KB (1,802 words) - 20:11, 23 July 2009
  • ...t bugs]] category lists bugs affecting creation or exporting of levels and area layouts.
    13 members (0 subcategories, 0 files) - 12:51, 6 February 2011
  • ...feature requests]] category lists feature requests relating to levels and area layouts.
    2 members (0 subcategories, 0 files) - 12:54, 6 February 2011
  • Sound events are placed in an [[area]] layout using the area editor. Details such as how the sound loops, where the sound is simulated a
    2 KB (317 words) - 14:26, 23 February 2012
  • ...he mini-map from 0,0 by 64,64 (or the handy shortcut of -1,-1) through the Area Properties dialog would exactly match the position and size of the terrain [[Category:Level layout bugs]]
    2 KB (267 words) - 12:46, 6 February 2011
  • File:Combat2.jpg
    Area Layout screenshot: combat2 - Open Combat Area
    (1,416 × 805 (77 KB)) - 19:20, 17 March 2010
  • File:Combat.jpg
    Area Layout screenshot: combat - Open Combat Area
    (1,416 × 803 (72 KB)) - 19:20, 17 March 2010

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