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  • 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
  • ==== Contest 4 (Scripting) ==== * mikemike37: scripting help from TimelordDC (thanks!) -10
    4 KB (455 words) - 14:51, 15 February 2012
  • ...ru|Инструкции по работе со скриптами]]''' ''[[Scripting tutorial|(en)]]'', '''[[Event_override/ru|Переопределение о ...mand queue. Used to set combat mode and combat camera/music. Also fires by scripting to trigger combat after being attacked or an ally is attack.
    15 KB (1,680 words) - 05:37, 14 October 2011
  • ...ments which have names starting with '''effect'''. It can be referenced in scripting using the [[TABLE_*|TABLE_EFFECTS]] constant defined in [[2da_constants_h]] ...cts (such as VFX and Screenshake) have their effect constructor defined in scripting and require the proper <code>effect_<effect-name>_h</code> script file to b
    2 KB (339 words) - 14:32, 10 March 2013
  • ...are markers you can place in an area either for use as reference points in scripting or for placing notes on the map. To place a waypoint, right-click on the ar {{variable table row| AREA_COUNTER_1 to 10 | int | | Available for use by scripting.}}
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...sional arrays). These are read-only arrays containing various data used by scripting and the game engine. Each 2DA is simply an organized collection of strings ...ing a boolean is untested. It is probably safer to just use an integer for scripting purposes.
    14 KB (2,331 words) - 19:15, 2 August 2013
  • ! Scripting | C++ Based scripting language|| Proprietary scripting format.
    3 KB (354 words) - 03:22, 17 February 2011
  • | .[[CNS]] || Client scripting source | .[[LDF]] || Language definition file: Used by the scripting engines
    8 KB (1,079 words) - 12:22, 6 June 2011
  • ...nventory are transferred to a Bodybag. Some of the items may be destroyed (scripting determines the chance of this). ...ifier of the team the placeable belongs to. Team numbers are often used in scripting. }}
    17 KB (2,708 words) - 07:54, 2 December 2013
  • ...hole wiki but my primary concern right now is generating the pages for the scripting section. I have an application (the same one I used to produce the [http:/ ...'DAScript''' for the reference material and either '''DAScripting''' or '''Scripting''' for the instructional material.
    11 KB (1,802 words) - 20:11, 23 July 2009
  • ...is untested. It is probably safer to use an [[Int (2da type)|integer]] for scripting purposes. * [[Boolean constant]] for a discussion of how booleans are handled in the scripting language
    900 B (142 words) - 13:22, 10 August 2011
  • == Character Creation Scripting ==
    3 KB (373 words) - 21:06, 25 December 2014
  • == Scripting Methods... ==
    6 KB (1,110 words) - 13:17, 23 December 2009
  • ===Scripting Your Area===
    2 KB (327 words) - 16:01, 17 November 2009
  • It is recommended that the reader should have some experience with scripting or coding in order to carry out the operations involved. The more you are r ...script) and are not used, but we will correct that later on when we do the scripting. You have to be careful here because the columns relate to the race IDs, so
    31 KB (4,632 words) - 19:14, 6 December 2016
  • *[[Scripting overview]] *[[Scripting tutorial]]
    489 B (49 words) - 12:29, 30 August 2011
  • == Scripting ==
    8 KB (969 words) - 17:37, 27 April 2020
  • [[Image:Scripting constant browser.png]] [[Image:Scripting constant browser filtered.png]]
    19 KB (374 words) - 03:01, 14 October 2011
  • 25 KB (1,125 words) - 08:39, 27 June 2013
  • ...are markers you can place in an area either for use as reference points in scripting or for placing notes on the map. To place a waypoint, right-click on the ar {{variable table row| AREA_COUNTER_1 to 10 | int | | Available for use by scripting.}}
    14 KB (2,315 words) - 00:14, 28 December 2011

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