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  • .... The syntax for DA scripts is very similar to the C programming language. Scripting is commonly used to:
    7 KB (1,106 words) - 18:01, 1 February 2022
  • ...with the same team number belong to the same team, which is often used in scripting plot-related events.}} ...a variable table. Only the values in the table can be set and retrieved by scripting. }}
    14 KB (2,190 words) - 15:10, 4 July 2010
  • ...doesn't cover any of that; see the tutorials on creatures, placeables, or scripting for more detail. This tutorial just covers the creation of items themselves
    5 KB (830 words) - 17:18, 1 February 2022
  • This can be done via scripting. ...what sort of random encounters to generate, but that's handled entirely in scripting so you can use them for other purposes or ignore them completely if you pre
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...ch have names starting with '''placeable_types'''. It can be referenced in scripting using the [[TABLE_*|TABLE_PLACEABLE_TYPE]] constant defined in [[2da_consta <br/>'''yaron''': We don't use this value - not in scripting and not in engine - we can get rid of it}}
    3 KB (481 words) - 23:24, 27 October 2014
  • The [[trap system]] combines various resources and scripting to produce, what appears to the Player as, individual traps that can be pla ...ble table row|PLC_TRAP_OWNER| object | 0 | Set when a trap is spawned from scripting}}
    10 KB (1,534 words) - 00:10, 9 March 2012
  • There is no [[Scripting terminology#literal|literal]] representation of the object type. In scripting, the "object" data type contains instances of game resources that have been
    3 KB (373 words) - 12:24, 15 August 2011
  • We have installed syntax highlighting for NWN scripting and DA scripting! Just use either the "dascript" or "nwscript" tags around your code. (like
    846 B (109 words) - 22:27, 12 December 2017
  • ...n the first place) and the way a [[resource]] literal has an 'R' prefix in scripting but not in 2das. But again, since we've got access to redirects now I guess
    5 KB (776 words) - 02:21, 10 November 2009
  • ...Age scripting language. These functions represent the lowest "level" that scripting has access to and many of them are only routinely accessed via wrapper func
    698 B (95 words) - 21:06, 27 November 2009
  • The [[Scripting terminology#constructor|constructor]] for a location is the [[Location]] fu There is no [[Scripting terminology#literal|literal]] for a location.
    1 KB (162 words) - 12:25, 15 August 2011
  • There are several [[Scripting terminology#constructor|constructors]] for a command, for example, [[Comman There is no [[Scripting terminology#literal|literal]] for a command.
    1 KB (167 words) - 12:22, 15 August 2011
  • You may also use [[string]] literals in scripting if you aren't concerned with localization to different languages.
    2 KB (386 words) - 07:36, 18 June 2013
  • The buffer effects are for lightning, though there are also scripting commands to control cloudiness, fog, lighting and such. ...lied at any given location which applies the effect to the area. There are scripting commands for finding and managing the effects based on either type or locat
    939 B (152 words) - 16:19, 28 September 2009
  • // Processes the list of scripting #include references to -- mappings from blank lines. There are issues with scripting
    587 KB (68,089 words) - 20:12, 28 October 2009
  • ...r content. But at the moment this is the only place where boolean usage in scripting is covered in detail so IMO it's inappropriate to simply delete the content ...more time on it until it can be removed to a more appropriate part of the scripting framework. Incidentally '''TRUE '''isn't ambiguous: '''true''' is.
    3 KB (482 words) - 19:18, 28 October 2009
  • ...in the game (Creature Type field in the toolset). They are used by engine, scripting and UI to make up and display the RPG ruleset of the game. ...ields that are independently tracked in the engine and are accessible from scripting:
    15 KB (2,137 words) - 13:22, 23 October 2011
  • The [[Scripting terminology#constructor|constructor]] for a vector is the [[Vector]] functi A vector [[Scripting terminology#literal|literal]] consists of one to three float values separat
    3 KB (374 words) - 18:17, 13 August 2011
  • ...ng functions are not used." This is ambiguous: does he in fact mean these scripting functions don't work? If they do work then this section needs to be reinst
    449 B (73 words) - 23:21, 2 August 2011
  • However the quality of scripting and document must be improved before it would be an appropriate reference. :Feel free to 'improve the quality' of the scripting, but it works, and people would like to know how to get a heartbeat working
    2 KB (235 words) - 22:41, 8 December 2009

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