Search results

Jump to: navigation, search

Page title matches

  • *Note that the Area Properties dialog remains open, because the default value for Layout Name contains inv *Closing the Area Properties dialog causes the toolset to crash.
    598 B (82 words) - 12:45, 6 February 2011
  • Properties are 32-bit floating point values associated with every combat capable creat There are 3 types of properties that abstract the most common types of statistics found in an RPG:
    15 KB (2,137 words) - 13:22, 23 October 2011
  • Also, I think an explanation of how itemprps.xls, effects.xls and properties.xls link together is warranted here.
    701 B (110 words) - 18:46, 14 December 2009
  • Item properties (i.e., fire damage) are assignable in the toolset and via scripting * Scripting functions to add properties
    5 KB (750 words) - 23:09, 8 February 2010
  • The [[Properties 2da]] defines core properties for the game. ...'. It can be extended by m2da fragments which have names starting with '''properties'''. It has not been assigned a [[TABLE_*]] constant.
    4 KB (528 words) - 18:22, 3 April 2016
  • Properties are 32-bit floating point values associated with every combat capable crea There are 3 types of properties that abstract the most common types of statistics found in an RPG:
    15 KB (2,138 words) - 13:29, 23 October 2011

Page text matches

  • ...Items require a Model. It must not be exact at all Angles, and many other Properties go along with it. See below for a closeup description. ...pe of the item (i.e., high steel sword vs. low steel sword) and other item properties on them.
    13 KB (1,980 words) - 07:33, 3 November 2013
  • ...nt editor in the toolset, as requirements for editing are different. The properties of each is explained at the particular resource type. ...be presented with a window where you can enter some of the basic resource properties. The only thing that must be filled out is Resource Name, the name by which
    8 KB (1,308 words) - 15:38, 26 October 2014
  • ...lable on this menu may allow you to skip this step and edit the resource's properties directly, however: ...ion is redundant since as soon as the object is selected from the list its properties will be displayed.
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...lable on this menu may allow you to skip this step and edit the resource's properties directly, however: ...ion is redundant since as soon as the object is selected from the list its properties will be displayed.
    14 KB (2,315 words) - 00:14, 28 December 2011
  • ...globe called “VFXRoot” and in the Object Inspector you should see the properties of VFXRoot. === VFX root properties ===
    29 KB (5,337 words) - 03:21, 22 May 2012
  • # item properties (with corresponding item property power) # on hit properties (with corresponding on hit power)
    14 KB (1,910 words) - 21:57, 15 November 2009
  • ...tton for editing the properties of existing modules. You can only edit the properties of the module that's currently open. #Click on "New" and the module properties window will open.
    5 KB (818 words) - 07:34, 29 November 2013
  • ...for this particular item and so we'll leave it at that. Most of the other properties can be left as defaults, too. The ones you'll want to change right off the ...ermine the general quality of the item (magical effects are added in other properties)
    5 KB (830 words) - 17:18, 1 February 2022
  • Item properties (i.e., fire damage) are assignable in the toolset and via scripting * Scripting functions to add properties
    5 KB (750 words) - 23:09, 8 February 2010
  • [[Image:Cutscene tutorial viewport properties.png]] ...e list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.
    19 KB (3,281 words) - 10:04, 24 March 2011
  • ...into FMOD. They need to be manually conformed to naming standards and what properties they will contain. ...e and roll-off type, 3d cone, 3D pan level, 2D speaker levels and any user properties that may be applicable.
    39 KB (6,747 words) - 16:42, 11 November 2009
  • ==Stage properties== ...placing the stage in the area editor, copy these position and orientation properties to make the stage line up exactly the same as it does in the stage editor.}
    14 KB (2,285 words) - 14:37, 23 July 2014
  • [[Image:Cutscene tutorial viewport properties.png]] ...e list of the types of objects that can be placed in a cutscene, and their properties, see [[cutscene object]]s.
    21 KB (2,985 words) - 09:24, 17 October 2011
  • == VFXRoot properties == == Emitter properties ==
    16 KB (2,408 words) - 22:41, 8 February 2010
  • '''VFXRoot Properties:''' '''Окно свойств (Properties Window):'''
    33 KB (4,559 words) - 20:18, 9 March 2011
  • ...can audition them singly or all together and even edit their mix and other properties. ...side of the area editor. It is here that you can select them to edit their properties and parameters in the object inspector.
    13 KB (2,257 words) - 20:30, 4 September 2011
  • ...: Animated lights are those that don’t move about, but do have animation properties on their light intensity. These lights are baked into the shadow map. ...properties in the [[Level editor]] by clicking on the [[Exportable Area]] Properties button in the toolbar (next to the [[File:IconAddExportableArea.png]]).
    11 KB (1,833 words) - 12:14, 26 June 2016
  • Use the Room Properties icon to specify which rooms are connected etc. For this to work, the area properties must name a valid start point, and it needs to be bounded by walls or other
    15 KB (2,618 words) - 17:19, 1 February 2022
  • ==== Set Properties ==== ...ed from the '''PropX''' entry. These directly correspond to the [[Creature Properties]]. Here are a few examples:
    4 KB (661 words) - 23:09, 8 February 2010
  • == Material Properties == == Tint properties ==
    6 KB (909 words) - 18:48, 14 January 2010
  • Properties are 32-bit floating point values associated with every combat capable creat There are 3 types of properties that abstract the most common types of statistics found in an RPG:
    15 KB (2,137 words) - 13:22, 23 October 2011
  • ...te_003.png|thumb|left|middle|360px|The Object Inspector window showing the properties for our new module.]] ...nged at a later date; our primary concern are the '''Name''' and '''UID''' properties.
    5 KB (753 words) - 05:15, 17 November 2009
  • ..."New" для создания новых модулей, а кнопку "Properties" для изменения свойств имеющихся модулей *Нажмите на кнопку "Properties".
    7 KB (125 words) - 13:59, 14 February 2012
  • Properties are 32-bit floating point values associated with every combat capable crea There are 3 types of properties that abstract the most common types of statistics found in an RPG:
    15 KB (2,138 words) - 13:29, 23 October 2011
  • ...placing the stage in the area editor, copy these position and orientation properties to make the stage line up exactly the same as it does in the stage editor.} ==Camera properties==
    14 KB (846 words) - 03:49, 24 June 2013
  • ...e a new creature template. (File->New->Creature) You can leave most of its properties at their defaults for starters. To make it fight the player when it sees hi ...or on the area's object list to the left of the area display) and select "properties" from the menu.
    12 KB (1,998 words) - 23:37, 10 August 2011
  • [[Image:Cutscene tutorial viewport properties.png|border]] ...the setting of a cutscene is done in the object inspector in the group of properties labeled "Setting". The most important of these is the "Area" property, whic
    36 KB (6,303 words) - 14:51, 21 December 2013
  • == Map properties == == Pin properties ==
    5 KB (845 words) - 10:58, 31 January 2011
  • ...to [[creating a module|create a module]], and to edit an existing module's properties. ...|Module's]] entry point into the game is made concrete with the [[Module]] properties.
    3 KB (448 words) - 13:57, 11 February 2011
  • The [[Properties 2da]] defines core properties for the game. ...'. It can be extended by m2da fragments which have names starting with '''properties'''. It has not been assigned a [[TABLE_*]] constant.
    4 KB (528 words) - 18:22, 3 April 2016
  • * Then open up Manage Modules on your own Module and select Properties. ...e lower right shows your open resource's properties. Under your new area's properties, choose an Area Layout to make a map that you can walk around. Any layout w
    7 KB (1,235 words) - 17:21, 1 February 2022
  • ...lick on its tag to center the object in the display window. The waypoint's properties will be shown in the object inspector. We want to change the waypoint's nam ...ct your module, and click the "Properties" button. This opens the module's properties. For the "Starting Area" property, click on the ellipsis button ([[Image:el
    17 KB (3,063 words) - 13:22, 14 July 2011
  • Each item in a creature's [[inventory]] can have the following properties set: == Properties ==
    14 KB (2,190 words) - 15:10, 4 July 2010
  • Once you've opened a resource, the most common interface used for editing its properties is the [[object inspector]]. If it is not already open you can open it with ...⊟ symbol. They can also be set to a simple alphabetical list of all properties. The name of the property is listed in the left-hand column and the value o
    7 KB (1,140 words) - 23:19, 10 August 2011
  • ...ith them which may be set through the DefaultAnimation field of the Object Properties. For example, if you want a windmill or water wheel to turn you need to set ...in red. The Room Properties window can be brought up by pressing the Room Properties button. This behavior can be disabled by unchecking the Highlight visible r
    19 KB (3,139 words) - 00:35, 3 July 2012
  • ...the same as the template. However, if you wish you can edit some specific properties of each instance to change it from that default. You could make one individ Only some of the properties of an object instance are editable. In the example of the Hurlock, you woul
    6 KB (877 words) - 10:01, 15 February 2012
  • ...ementing the String ID Last Used field in the [[Module#Properties | module properties]]. ...by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.
    7 KB (1,156 words) - 08:06, 5 January 2011
  • ...portable areas in each outdoor level file. These can be created and their properties edited much like any other object in the editor. If you have an exportable After a new layout entry has been created, you can edit it by clicking on the properties button with the desired area selected in the dropdown.
    10 KB (1,687 words) - 20:11, 26 February 2010
  • ...means that whenever you create a mod for origins you should always set the properties of your major handling scripts as "Module: your module", and "Owner Module: This is how you set all your script's properties: [[image:Originsproperties.jpg]]
    15 KB (2,377 words) - 13:26, 23 October 2011
  • ...erties of any item stored in the toolset database except for the ownership properties. === Module Properties ===
    2 KB (375 words) - 02:49, 13 February 2011
  • ...ementing the String ID Last Used field in the [[Module#Properties | module properties]]. ...by temporarily changing the String ID Begin and String ID Last Used module properties to one less than the required number.
    9 KB (775 words) - 08:40, 18 June 2013
  • File:Module properties general.PNG| Общие File:Module properties info.PNG | Информация
    5 KB (86 words) - 08:47, 12 October 2011
  • ...eans that whenever you create a mod for origins you should always set the properties of your major handling scripts as "Module: your module", and "Owner Module This is how you set all your script's properties: [[image:Originsproperties.jpg]]
    15 KB (2,378 words) - 13:31, 23 October 2011
  • Since the properties of this object are not used by game code, they're for the most part free-fo == Properties ==
    5 KB (731 words) - 10:23, 26 October 2014
  • | [[properties.xls]] | [[properties.xls]]
    80 KB (9,468 words) - 18:23, 3 April 2016
  • The [[curve editor]] can be used with the following properties: The [[curve editor]] can be used to set the following properties:
    10 KB (1,467 words) - 20:57, 13 March 2012
  • There's not much to the map itself - its only configurable properties are Parent Map, Tag, and Map. To make the map useful beyond simply displayi ...the tree view to the left of the map and, when selected, you can view its properties in the object inspector.
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...k of an inventory of items that can be bought and sold, along with various properties to determine the details of those deals. == Properties ==
    7 KB (1,093 words) - 23:17, 10 August 2011
  • ...ot giver. This can be done in one of two ways, either within the creature properties, or via script using the following function: == Properties ==
    15 KB (2,592 words) - 20:11, 19 November 2010
  • == Properties == Waypoints have only a few properties.
    3 KB (466 words) - 19:56, 8 February 2010

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)