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  • *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
  • A module can inherit resources from other modules, as specified in the module properties. == Properties ==
    16 KB (2,474 words) - 14:20, 21 February 2013
  • ...the problem is the default language not set to "English" in your DataBase properties: * right click on your username and choose "properties"
    10 KB (1,667 words) - 17:17, 2 July 2017
  • |brief=Clears all the properties on a creature |param1desc=the creature whose properties will be cleared
    992 B (143 words) - 17:33, 1 March 2010
  • |brief=Return an array with item properties present on an object |param2desc=include runes properties
    893 B (123 words) - 00:20, 11 February 2010
  • The [[Properties.xls]] file contains the [[2da]] files that define the core properties and trackable statistics for the game. * [[Properties 2da|Properties]]
    370 B (42 words) - 18:22, 3 April 2016
  • Most of the default properties of this area are fine for our purposes. The one field that will need to be [[Image:Pin-properties.png|thumb|Figure 5: Properties of the map pin.]]
    6 KB (992 words) - 10:27, 31 January 2011
  • |[[File:AreaProperties.png|alt Area Properties|left]] ...unplayable. This is set with Border Cell Width near the bottom of the Area Properties window (scroll down). The red area (Vista cells) is in low detail and consi
    17 KB (2,889 words) - 23:59, 20 December 2010
  • ...e water. If you select the water mesh in the hierarchy you can change the properties of the mesh. === Properties ===
    6 KB (930 words) - 01:01, 15 January 2010
  • == Model properties (Level editor) == When selected, the following common properties are shown for models in the object inspector.
    8 KB (1,363 words) - 04:12, 23 May 2010
  • # Select the Shared Lighting room and Click Room Properties * '''Room Properties:''' allows you to describe to the engine which rooms are visible, are lit b
    16 KB (2,606 words) - 12:41, 8 July 2022
  • ...stay useful for the duration of the game as the progression of the related properties are slow. A passive ability may grant up to 3 modifications to creature properties ([[properties.xls]]). Those modifications are defined in the passive_abilities worksheet
    27 KB (4,244 words) - 21:00, 6 April 2015
  • == Properties ==
    2 KB (400 words) - 11:23, 26 October 2014
  • ...inspector and allow you to set the "Starting Area" and "Starting Waypoint" properties. [[Image:Module properties.png]]
    5 KB (846 words) - 20:17, 24 November 2010
  • == Properties ==
    17 KB (2,708 words) - 07:54, 2 December 2013
  • == Properties ==
    10 KB (1,581 words) - 17:43, 11 March 2012
  • |brief=Return the power level of an item properties present on an object |param3desc=include runes properties
    952 B (133 words) - 18:50, 2 March 2010
  • ...work - you can change the module ID ranges from the File->Manage Modules->Properties dialog and then retry saving your file. ...e window.png|thumb|200px|Then click the "Properties" button to open module properties.]]
    528 B (82 words) - 16:18, 2 October 2009
  • == Properties ==
    2 KB (296 words) - 18:24, 3 August 2011
  • ...ing the whole paragraph is needed to accompany any changes. Perhaps noting properties of the table that is displayed so that readers get the picture. May you fin ...s, spell effects, achievement values, talents, shapeshift properties, item properties, placeable appearances, etc., etc., etc.. - there's nothing inherent in the
    16 KB (2,849 words) - 01:27, 5 February 2010
  • ...ge:ellipsis.png]]) to open the data link properties window. The Data Link Properties window open. This window can be used to connect to different Servers or in [[Image:Data Link Properties Window.png]]
    5 KB (903 words) - 11:42, 4 June 2015
  • ...d some kind of installation issue with SQL Server. We need to look at the properties on the service and figure out where to go from here. One thing I have seen # Make a right click on the drive or folder and select Properties
    18 KB (2,880 words) - 13:33, 23 August 2015
  • == Properties ==
    1 KB (227 words) - 05:42, 16 December 2009
  • ...signer Resource]], for example has attack properties, and another of these properties tell which [[Model]] it uses.
    4 KB (647 words) - 16:43, 1 February 2022
  • ...e basically just version 8 Adobe Flash files, but extended with some extra properties and image handling (they even use nonstandard tags in the SWF for that). GF ...witch-statement) you don't even need to know the values of these "missing" properties or functions if they're basically defined in the runtime environment. E.g.,
    21 KB (3,437 words) - 02:35, 14 July 2011
  • * click on the purple plus sign to add area properties * there are a number of other properties, but the one we're concerned with is Skydome Model. Change this to sb_day,
    4 KB (646 words) - 08:44, 15 July 2010
  • ...of the stage with a new resource name, e.g. my_char_stage. In the resource properties, ensure that both Module and Owner Module are set to your module, and the f ...s''', далее выберите ваш модуль и нажмите '''Properties'''. Далее смотрите по скрину:
    63 KB (4,247 words) - 03:04, 14 October 2011
  • ...stay useful for the duration of the game as the progression of the related properties are slow. A passive ability may grant up to 3 modifications to creature properties ([[properties.xls]]). Those modifications are defined in the passive_abilities worksheet
    27 KB (4,247 words) - 07:28, 14 October 2011
  • The properties for a blend tree are as follows: And the properties for an animation stream are:
    3 KB (410 words) - 18:57, 8 May 2014
  • ...nal properties set on them. The available event types and their additional properties are:
    3 KB (481 words) - 19:23, 8 May 2014
  • Click anywhere that's not a track to view the cutscene properties in Object Inspector. ...for rapidly finding and paging through conversation nodes with particular properties. There's forward and backward buttons for jumping from highlighted node to
    17 KB (2,855 words) - 07:20, 26 November 2013
  • ...nts or on/off characteristics. The curve editor allows the values of these properties to be changed over time with as much fine control as needed.
    9 KB (1,485 words) - 21:57, 15 October 2012
  • ...rs on a sound event. These custom parameters can be edited in the object's properties, and also in the [[curve editor]]. If custom parameters have been set up fo A proxy is simply a model, with no special properties or abilities beyond its visual appearance. They were intended as placeholde
    11 KB (1,676 words) - 18:08, 27 January 2010
  • ...name is XPHOMETEST and your account name is Admin, you'll want to edit the properties of XPHOMETEST\Admin. Right-click on your login and select the "Properties" option in the drop-down menu. This brings up the following screen:
    2 KB (328 words) - 18:52, 23 July 2009
  • ...oors. Design sets this to true for this kind of door. Design can still set properties on this door (i.e., locking it). The connection between the "Art" door and ...ainst in order to determine it is the correct key to open the door. In the properties for the new door resource, ensure Initial State is set to Locked. Then fill
    6 KB (1,154 words) - 17:43, 28 March 2010
  • ...gs . Select your item from level (area) and choose Variable_2da under it's properties:
    6 KB (1,137 words) - 11:25, 22 July 2014
  • Detection and disarm properties are set on the placeable properties and pick from a 2da. The granularity for these difficulties ranges from 'Au
    10 KB (1,534 words) - 00:10, 9 March 2012
  • ...nd saving it, then opening your module properties (file > manage modules > properties), and changing the "script" field to be whatever you named your script (hit
    8 KB (980 words) - 14:01, 12 March 2012
  • ...perties taken from current list on an object are just copies of those item properties, not references to them.
    1 KB (194 words) - 23:42, 5 August 2014
  • ...perties taken from current list on an object are just copies of those item properties, not references to them.
    2 KB (300 words) - 23:41, 5 August 2014
  • Properties above 1000 are statistic properties.
    11 KB (1,104 words) - 14:38, 15 March 2012
  • The [[HeroicStats 2da]] defines the properties used to track and display the player's individual performance. [[Category:2da files from Properties.xls]]
    1 KB (161 words) - 18:22, 3 April 2016
  • ...mProperty]] and removed using [[RemoveItemProperty]]. An array of the item properties on an item can be retrieved using [[GetItemProperties]].
    1 KB (154 words) - 12:23, 15 August 2011
  • -- Update the properties on the module res ref -- Update the properties on the module res ref
    587 KB (68,089 words) - 20:12, 28 October 2009
  • *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
  • ...ist of check boxes, one for each blueprint property or category of related properties, you can select from before the instances get changed.
    1 KB (242 words) - 05:21, 25 January 2010
  • ...Age characters are 'blank' when the game starts, with all their [[Creature Properties]] initialized to default values. ...- Library containing most of the underlying logic for modifying [[Creature Properties]] based on the game rules.
    3 KB (373 words) - 21:06, 25 December 2014
  • ...equivalent, they can be either "Not set" or "Set". They have the following properties/fields: ...than Main Flags. These too can be either "Not set" or "Set" but have fewer properties/fields, namely:
    10 KB (1,438 words) - 21:22, 9 October 2010
  • Typically the structure of the stat properties are: For health/mana has an additional properties of:
    13 KB (1,462 words) - 16:57, 1 February 2022
  • ...1.02b, you should NOT use "module_core" as the script (as found in module properties) for an add-in that extends an existing module, otherwise you will encounte * Module properties hierarchy with respect to [http://social.bioware.com/forum/1/topic/71/index
    3 KB (475 words) - 00:21, 2 February 2010
  • ...5/ community fix] for this. Alternatively, you can go into your module’s properties and change the start ID for strings to be less than the critical value. Aft Now go to ''File > Manage modules'' and open the properties for your module and set the script property to point at this script.
    31 KB (4,632 words) - 19:14, 6 December 2016
  • This is where you can specify the properties of your new spell. However for this example I'm just keeping it simple. I r # Set the following properties
    11 KB (1,604 words) - 15:35, 7 December 2013
  • * [[ActionScript:ColorDefines|ColorDefines]] - contains RGB properties used for coloring text in the journal. :[[ActionScript:ColorDefines#Properties|Colors]] used in the [[ActionScript:Journal|Journal]] class:
    1 KB (134 words) - 11:27, 17 December 2009
  • * [[ActionScript:ColorDefines|ColorDefines]] - contains RGB properties used for coloring text in the inventory. :[[ActionScript:ColorDefines#Properties|Colors]] used in the [[ActionScript:Inventory|Inventory]] class:
    1 KB (167 words) - 04:44, 16 December 2009
  • * [[ActionScript:ColorDefines|ColorDefines]] - contains RGB properties used for coloring text in the tactics menu. :[[ActionScript:ColorDefines#Properties|Colors]] used in the [[ActionScript:Tactics|Tactics]] class:
    1 KB (162 words) - 05:25, 16 December 2009
  • 4 - under properties of plot look for "entry type" and select in example: codex - books & songs 5 - select your item from level (area) and choose Variable_2da under it's properties
    4 KB (675 words) - 17:21, 19 November 2015
  • The resulting area has only a few properties, the most important of which is "Sounds." Click on the "..." button or doub ...e can have an event script assigned. It also has four enter and exit state properties:
    4 KB (629 words) - 19:06, 3 February 2010
  • ...- in general, the unwanted result is a "default" (blank) resource with no properties. ...try to load to a new module with a different string id range in the module properties, Create New works perfectly, but Use Theirs seems to fail for any resource
    3 KB (458 words) - 01:55, 18 June 2013
  • ...Click on 'untitled' in the hierarchy and change it's name in the Hierarchy Properties box, lower right. The name you enter will be used as a subfolder in the To 4) Set the output or Build directory in the Project Properties box, upper right. Mine is 'My Documents/Bio Ware/Dragon Age/AddIns/<module
    1 KB (257 words) - 21:50, 27 April 2010
  • ...nts or on/off characteristics. The curve editor allows the values of these properties to be changed over time with as much fine control as needed.
    6 KB (1,039 words) - 12:14, 14 April 2012
  • ...s still using [[module_core]] as it's module script then open the module's properties and create a new module script: * Click the '''Properties...''' button
    8 KB (969 words) - 17:37, 27 April 2020
  • ...своём пользователе выберите "Свойства" ("Properties").
    18 KB (406 words) - 02:00, 13 October 2011
  • ...e's how to add the right journal entries, and also, how to define the plot properties (see the object inspector on the right). Notice this plot has to be a subpl // Initialize all creature properties to default value
    83 KB (11,764 words) - 17:21, 1 February 2022
  • ...лванками', у которых все параметры [[Creature Properties]] установлены по умолчанию. ...ри изменении параметров существа ([[Creature Properties]]). Основанная на игровых правилах(game rules).
    5 KB (105 words) - 03:51, 2 November 2011
  • Properties above 1000 are statistic properties.
    8 KB (900 words) - 14:37, 15 March 2012
  • ...этого выделяем ее и правой кнопкой мыши->properties. ...те напротив опции Show Frozen in Gray секции display Properties соответственно. Все, теперь оригинальная
    29 KB (831 words) - 19:03, 5 January 2018
  • The [[HeroicPartyStats 2da]] defines the properties used to track and display the party's collective performance. [[Category:2da files from Properties.xls]]
    1 KB (154 words) - 18:23, 3 April 2016
  • ...tage with a new resource name, for example, bc_char_stage. In the resource properties, ensure that both '''Module''' and '''Owner Module''' are set to your modu ...o to '''File''' then '''Manage Modules,''' select your module and click '''Properties.''' The module script is in the '''General''' category, as seen below:
    11 KB (1,673 words) - 23:19, 27 October 2014
  • ...ReqProp1 | int | ID of the first property requirement for the item from [[properties.xls]] }} ...ReqProp2 | int | ID of the second property requirement for the item from [[properties.xls]] }}
    8 KB (1,198 words) - 22:22, 17 July 2022
  • Many of the properties of objects in the toolset make reference to 2DAs (two-dimensional arrays).
    14 KB (2,331 words) - 19:15, 2 August 2013
  • ...e'' correspond to the value of ''Tree Name'' field of the blend tree nodes properties. The blend tree soruce files can be downloaded from the [http://social.biow
    11 KB (1,763 words) - 20:54, 22 February 2022
  • ...adata.xls]] file contains the [[2da]] files used to define additional area properties.
    267 B (32 words) - 22:40, 29 March 2012
  • The [[areadata 2da]] defines additional area properties.
    2 KB (311 words) - 22:48, 27 October 2014
  • Finally, change the other module properties, such as the start area / waypoint and the module script. That has to happe
    9 KB (1,519 words) - 20:41, 28 December 2011
  • * A conversation is assigned to a creature in the ''creature's'' properties (the "Conversation" property)
    23 KB (4,062 words) - 23:36, 10 August 2011
  • {{inspector row|Fog Override Enabled| If true the other properties of this action will override the level's fog settings. If false the fog set
    18 KB (2,755 words) - 18:04, 27 January 2010
  • ...nt, use the <code>effect GetCurrentEffect()</code> scripting command. The properties on this effect can be examined to determine type, duration and other parame
    6 KB (922 words) - 13:22, 23 October 2011
  • | .[[MAT]] || Material file, stores properties of a material
    8 KB (1,079 words) - 12:22, 6 June 2011
  • ...ck''' your new blank parameter, look at the bottom and click '''"PARAMETER PROPERTIES"'''. Another new window will pop up.
    6 KB (1,099 words) - 17:18, 1 February 2022
  • ...n the ellipsis button ([[Image:ellipsis.png|link=]]) to open the data link properties window.
    10 KB (1,623 words) - 17:18, 1 February 2022
  • Open your module properties, click the "Starting Area" and find your area again in the file-chooser dia
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  • ...er" width="300pt" style="background-color:#E0E0E0" |'''[[Item|Item (*.uti) Properties]]'''
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  • ...' file contains the [[2da]] data that define every placeables' appearance, properties and interactions. These 2da files are used by the Toolset, in the [[Placeab
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  • The other GAD properties are set to the most appropriate defaults automatically when you select an a
    9 KB (1,587 words) - 22:49, 10 August 2011
  • ...he tree until you see the Dragon Age folder. Right-click on it and select Properties.
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  • These instructions seem incomplete. I see no such "checkbox" in room properties. Perhaps the description is just unclear?
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  • ...aceable's '''Trap Detection Difficulty''' and '''Trap Disarm Difficulty''' properties.
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  • {{2da column|PassiveTalent|int| The hidden "Properties" ability granted while this form is active, defined in ABI_base.}}
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  • [[Category: Item properties functions]]
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  • Properties are defined in [[Properties.xls]].
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  • [[Category:Item properties functions]]
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  • [[Category: Item properties functions]]
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  • Note: The term 'property' used on this page refers to [[Creature Properties]].
    6 KB (835 words) - 13:42, 4 April 2015
  • ...you have a custom cutscene you will see that headtracking actions have two properties:
    6 KB (962 words) - 16:49, 19 January 2012
  • ...tringType ([Name], [Description], [IncludeFile], [Exported]) values ('Item Properties', NULL, NULL, 0)
    25 KB (2,619 words) - 17:31, 28 October 2009
  • Each item can have the following properties set:
    3 KB (349 words) - 07:38, 9 July 2011
  • * [[Creature Properties]] - Attributes, Stats and other numbers that make up a character.
    1 KB (144 words) - 19:57, 3 February 2010
  • ...ee are set to light characters only, not the level. Then, through the room properties, the add all affected rooms to the "These rooms are LIT by lights from the
    13 KB (2,089 words) - 05:33, 11 February 2010
  • ...base ,since their connections within the Toolset are made with the Modules properties in mind. One such Resource may only be usable and editable when it is conne
    4 KB (624 words) - 13:14, 11 June 2011
  • ...a given Model is supposed to be. Furthermore, the Toolset will get to know Properties once it knows which kind of Model it is.
    5 KB (886 words) - 16:42, 1 February 2022
  • ...Single Player''' is selected in the Extended Module drop-down under Module Properties and the Module Hierarchy includes '''Single Player''' as well.
    18 KB (2,479 words) - 12:52, 11 June 2011
  • In the new material properties, name the material to whatever you want to call it.
    1 KB (200 words) - 19:51, 11 December 2009
  • ...odify it to your liking. Editing the item's additional effects is in 'Item properties'.
    3 KB (480 words) - 10:48, 30 April 2012
  • ...he console can harm the game, the Item Tag can be in your way. The Modules properties are ignored. All the things that provide initial success, but no lasting on
    2 KB (333 words) - 01:40, 29 April 2012
  • ...Zoeller writes, "This is the weight of each attribute (row id links into properties.xls.id). 1.0 means 'try to keep this attribute level' (spend 1 point per ...ZZPT_HIRED_GODWIN. No conversation script is necessary. Instead, in the properties of the plot zzzpt_hired, we add a plot event script, as follows.
    39 KB (4,983 words) - 20:54, 26 October 2014
  • ...uter contained russian symbols. Each time he checked out some resource the properties window showed question marks in the check out status instead of the real co
    2 KB (249 words) - 02:16, 2 February 2011
  • If you are struggling with some properties on a particular editor, it would be nice to have the toolset take you direc
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  • * [[Properties.xls]] - {{undocumented}} * [[areadata.xls]] - sets various properties for specific areas
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  • ...atureProperty(oDairren, 38, 1.00); //awards the spec point; field from the properties gda
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  • The generic cutscene script ([[gen00cs_cutscene_end]]) must be set on the properties of the cutscene itself for this function to be called.
    882 B (120 words) - 13:09, 24 August 2011
  • ...y matches being made (without any visible cause) the filter's context menu properties should be reviewed to see if the options following the Select All options a
    10 KB (1,718 words) - 14:46, 1 May 2010
  • ...ni-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 mesh. Unfor
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  • ...rsation's [[stage]]. Specifically, from the [[Stage#Place_properties|place properties]]. Make sure you set the "close", "default" and "wide" cameras for each pla
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  • The variable is defaulted to a 0....in my modules properties, I set the variable to a 1. My event overrides check for this variable to b
    12 KB (1,894 words) - 09:26, 10 January 2011
  • ...he custom file has a different name, it is possible to select it in module properties, but after a while every save/export results in an error message that the c
    2 KB (288 words) - 16:31, 2 November 2010
  • 1) Create a new module. Make sure that "Extended Module" option in the "Properties" section is set to "Single Player." [Eventually you'll have to come back to
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  • * In Toolset, go File > Manage Modules > (select your module) > Properties
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  • Clear the Build Directory entry under properties. It will say this: ''C:\tag\main\build\packages\core\override''. This is
    19 KB (3,396 words) - 03:20, 17 September 2010
  • ...odules->Poperties]. Make sure you have your module selected before you hit properties.
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  • ...ями перейдите к вашему модулю и нажмите "Properties". File:Module properties.png|В окне свойств модуля установите старт
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  • [[Image:Resource properties.png|center|330px]]
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  • ...'s how to add the right journal entries, and also, how to define the plot properties (see the object inspector on the right). Notice this plot has to be a subp
    19 KB (2,670 words) - 15:15, 10 July 2011
  • // Initialize all creature properties to default value
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  • :been lost to the ages along with it's exact properties.
    20 KB (3,335 words) - 13:46, 23 February 2012
  • ...od, I added starter versions of custom armor and weapons that had specific properties that would benefit the class. One thing you need to do, especially if you i
    17 KB (3,007 words) - 14:08, 28 December 2013
  • 44 KB (1,077 words) - 03:51, 2 November 2011
  • ...ситься к свойствам существ здесь -> [[Creature Properties]].
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  • {{2da column| Prop1 |int| A property ID in [[properties 2da]]}}
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  • ...t, use the <code>effect GetCurrentEffect()</code> scripting command. The properties on this effect can be examined to determine type, duration and other param
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  • Click anywhere that's not a track to view the cutscene properties in Object Inspector.
    25 KB (1,125 words) - 08:39, 27 June 2013
  • ...you have a custom cutscene you will see that headtracking actions have two properties:
    8 KB (597 words) - 18:00, 19 January 2012
  • <li>Right-click on one and select '''Properties''' from the context menu
    3 KB (488 words) - 13:52, 15 February 2012
  • ...separate from the concept of an item in its in-game usage (i.e. stats and properties). A single item can use any of the different variations that have been defi
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  • // Initialize all creature properties to default value
    20 KB (2,132 words) - 09:43, 17 October 2017
  • // awards the spec point; field from the properties gda
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  • Drag the dds into it, and use view -> properties.
    6 KB (967 words) - 14:28, 26 June 2022
  • ...ontains a list of models or objects including some lights, but it also has properties.
    14 KB (2,452 words) - 21:29, 9 September 2022
  • Drag the dds into it, and use view -> properties.
    17 KB (3,014 words) - 17:53, 1 January 2023
  • #A DDS File is referenced by the Material Properties of a [[Model]]
    8 KB (1,390 words) - 11:33, 18 October 2023