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  • {{Infobox script}} == Dragon Age's event-driven model ==
    12 KB (2,075 words) - 22:55, 10 August 2011
  • =Understanding the game mechanics and the module event script= ...or close the inventory, talents, skills, or world map gui, all the module event scripts you have installed are fire and processed (probably in the order th
    83 KB (11,764 words) - 17:21, 1 February 2022
  • ...p into the character generation script (instead they are hard coded in the script) and are not used, but we will correct that later on when we do the scripti === Module Script ===
    31 KB (4,632 words) - 19:14, 6 December 2016
  • {{Infobox script}} The '''event''' type represents a package of information that can be passed around in th
    14 KB (2,021 words) - 12:26, 15 August 2011
  • 6) You know how to create a blank script and can copy-and-paste. ..."Single Player." [Eventually you'll have to come back to this to set the "script" to the module_script you'll write below.] Always make sure you are working
    24 KB (3,290 words) - 00:32, 6 August 2012
  • ...er creating the module the first thing we'll want to do is create a module script that triggers character generation. ...cter generation in is EVENT_TYPE_MODULE_START, which is sent to the module script only once when the game is first started up.
    18 KB (2,862 words) - 21:00, 4 September 2016
  • {{Infobox script}} *Script conversation
    13 KB (1,960 words) - 00:20, 10 August 2011
  • They can also be used as a convenient way to run [[script]]s. ...ich corresponds to the codex text to be displayed. The default module_core script destroys the item after the codex entry is generated.
    15 KB (2,592 words) - 20:11, 19 November 2010
  • {{Infobox script}} ...rriding an event]] means redirecting an event from the default handler (or script) to some form of a custom handler.
    4 KB (572 words) - 19:59, 8 May 2014
  • * Class and specialisation chosen via script * Set plot flags in the call to the hire script
    39 KB (4,983 words) - 20:54, 26 October 2014
  • Add the following to your module event script: == Handle the Party Member Added Event ==
    11 KB (1,673 words) - 23:19, 27 October 2014
  • We begin with a concrete example - a tutorial on script conflict in OC mods, which is one of the most common problems to avoid. The ...ing mod will not break Origins and vice versa!!! (includes screenshots and script code) ==
    15 KB (2,377 words) - 13:26, 23 October 2011
  • We begin with a concrete example - a tutorial on script conflict in OC mods, which is one of the most common problems to avoid. Th ...ing mod will not break Origins and vice versa!!! (includes screenshots and script code) ==
    15 KB (2,378 words) - 13:31, 23 October 2011
  • {{Infobox script/ru}}
    15 KB (1,680 words) - 05:37, 14 October 2011
  • ...properties), and changing the "script" field to be whatever you named your script (hit the ellipsis and browse for it). // keep track of whether the event has been handled
    8 KB (980 words) - 14:01, 12 March 2012
  • {{Infobox script}} See also: [[PRCSCR Script Templates]]
    11 KB (1,454 words) - 16:49, 19 October 2014
  • ==The VALERIA_FADE_NIGHTMARE plot, it's journal and script== ...(in the object inspector for the plot just change the standard plot_core script to this one). I call it: valeria_fade_subplot_script.nss
    19 KB (2,670 words) - 15:15, 10 July 2011
  • event ev = GetCurrentEvent(); event ev = GetCurrentEvent();
    63 KB (4,247 words) - 03:04, 14 October 2011
  • {{Infobox script}} Currently this document covers errors when executing a script at run-time.
    6 KB (802 words) - 17:31, 25 April 2020
  • | {{Infobox script}} == [[Event keyword|Event]] - driving practically everything ==
    5 KB (818 words) - 22:09, 26 March 2012
  • === Step 2: Create a party script === ..., do so now and include it, as well as your plot table, at the head of the script. Delete includes that only refer to the main campaign. (If this is all Gree
    9 KB (1,540 words) - 17:53, 4 December 2010
  • === Step 2: Create a party script === ...do so now and include it, as well as your plot table, at the head of the script. Delete includes that only refer to the main campaign. (If this is all Gre
    9 KB (1,531 words) - 20:50, 26 October 2014
  • ...ain later in the game to switch which one is active (for example in a plot script that triggers when the player completes a certain task or moves to a certai ...ill send an EVENT_TYPE_TRANSITION_TO_WORLD_MAP event to the module's event script.
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...item) and setting them using the equivalent of the Module's OnAcquireItem event. ...mission deadline was fast approaching when I threw together a module event script that looked a lot like this:
    10 KB (1,438 words) - 21:22, 9 October 2010
  • |brief=Signals a delayed event to the specified object. |param1desc=The number of seconds for which to delay the event
    2 KB (363 words) - 16:53, 29 September 2010
  • ...when a creature enters or exits it, which generally is then processed by a script to perform some action. ...change) in the '''_Core Scripts''' directory is a good template for such a script.
    10 KB (1,581 words) - 17:43, 11 March 2012
  • == Module script == This is script of your module
    20 KB (2,132 words) - 09:43, 17 October 2017
  • When a gift item (Base Item Type set to gift) is given to a companion, the event EVENT_TYPE_MODULE_HANDLE_GIFT fires and is processed by core game scripts. ...ill lead to this script firing and changing the companion's approval. The script has a list of companions and corresponding indices to each one, so it know
    28 KB (3,821 words) - 01:50, 18 July 2011
  • ...create a new name for this function. I suggest the prefix you used for the script files: ...tretch. Now we have to associate the module chargen script with our custom script.
    6 KB (888 words) - 09:39, 20 August 2011
  • Example Python script: ...st line is required if you get the following error when running the python script under 2.5.4/2.5.5
    21 KB (3,437 words) - 02:35, 14 July 2011
  • ...r close the inventory, talents, skills, or world map gui, all the module event scripts you have installed are fire and processed (probably in the order So if we want to capture the behavior of our NPC follower or a major event of the game it can be done here, e.g., the PC selected or dropped the fol
    7 KB (1,090 words) - 19:31, 9 July 2011
  • * Create a custom script to handle your spell ## '''Script''': (none) (Click on the ... button and select (none))
    11 KB (1,604 words) - 15:35, 7 December 2013
  • {{Infobox script/ru}} ...кое тестирование игры. Смотрите {{ulink|client script|Клиентские скрипты}} для получения более
    17 KB (1,323 words) - 01:46, 24 June 2013
  • ...d to allow a line to have an effect on the world at large, [[plot]]s and [[script]]s are employed. Since the effect of a script is seldom obvious at a glance, a "scripting comments" text field is availab
    11 KB (1,908 words) - 23:35, 10 August 2011
  • {{inspector row|Activated Ability| Action happening on a specific event related to the item (hit with weapon, being hit on armor, etc.)}} {{inspector row|Script| Event script assigned to the resource - see below}}
    13 KB (1,980 words) - 07:33, 3 November 2013
  • See also [[Useful Scripts]] for "how-tos" that specifically involve [[script]]ing. ...the event tab (2nd tab). Here you need to import your file to link to that event.
    6 KB (1,099 words) - 17:18, 1 February 2022
  • * There's also an updated LightMapper script. You get the LightMapper [http://social.bioware.com/project/717/| here]. ...ons in the folder "Demo." Choose "Demo_Module" and you'll see the starting script for the Toolset Demo.
    7 KB (1,235 words) - 17:21, 1 February 2022
  • You will need a module script; I will include a basic one in the builder to builder file. ==== The module script ====
    17 KB (3,007 words) - 14:08, 28 December 2013
  • ...ically by the [[OpenStore]] function. This function is usually called by a script triggered in a conversation with an NPC merchant. To simplify matters you could write a generic "store opening" script using a code snippet such as:
    7 KB (1,093 words) - 23:17, 10 August 2011
  • ...'s module script then open the module's properties and create a new module script: * In the '''Object Inspector''' window, select the '''Script''' property
    8 KB (969 words) - 17:37, 27 April 2020
  • |brief=Gets the current event for the event script. |returntype=event
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  • ...ing functions allow an effect to exist outside of the scope of the current script by storing it on an object: ...xists outside of the scope of the current script to be used in the current script by retrieving it from an object:
    6 KB (922 words) - 13:22, 23 October 2011
  • ...ing functions allow an effect to exist outside of the scope of the current script by storing it on an object: ...ists outside of the scope of the current script to be used in the current script by retrieving it from an object:
    6 KB (923 words) - 13:27, 23 October 2011
  • {{Infobox script/ru}} *'''Сообщение: ''' "''<recursion level> Script failed to run: (filename)''" (Скрипту не удалось запус
    8 KB (387 words) - 00:20, 21 October 2011
  • | .[[CCS]] || Conditional Compiled Script | .[[CSS]] || Conditional Source Script
    8 KB (1,079 words) - 12:22, 6 June 2011
  • |brief=Handles the event. |param1type=event
    1 KB (172 words) - 01:45, 6 December 2009
  • *"Open Script" opens the event script resource attached to the object. ...ound can also be adjusted with the Pitch property (in octaves, relative to event setting).
    14 KB (2,314 words) - 11:18, 26 October 2014
  • *"Open Script" opens the event script resource attached to the object. ...ound can also be adjusted with the Pitch property (in octaves, relative to event setting).
    14 KB (2,315 words) - 00:14, 28 December 2011
  • == Module Script == The item variable we just set will trigger a module event when the player acquires the item.
    5 KB (551 words) - 14:09, 23 February 2012
  • === Create the module script === ...f how to use it to add custom items and redirect the chargen to the custom script.
    18 KB (2,479 words) - 12:52, 11 June 2011
  • ...eive only one [[Event (dascript type)|event]]. Information encoded in this event can be used to determine if this is a default action or a secondary action ...ks on the object, it plays an animation and an effect. The effect can be a script, a sound, a spell or a combination.
    17 KB (2,708 words) - 07:54, 2 December 2013
  • ...is set to TRUE through dialog with Valeria. At the end of the dialog this script is called. ==The joining script==
    7 KB (809 words) - 13:35, 11 July 2011
  • == Script Bug still there? == ...ation. The exact cause of these issues is not yet known, but using a blank script with an empty main function will eliminate these issues. ''
    3 KB (475 words) - 00:21, 2 February 2010
  • |brief=Sets the default script for handling events. |param1desc=The object to set the event script on
    1 KB (179 words) - 19:09, 16 February 2010
  • ...ransition to his selected destination is when a random encounter or a plot event occurs. ...is point the script should handle the travel itself and any potential plot event or random encounter.
    5 KB (845 words) - 10:58, 31 January 2011
  • {{Infobox script/ru}}
    19 KB (374 words) - 03:01, 14 October 2011
  • *You should use the default script "module_core" or your own custom script. ...tion. The exact cause of these issues is not yet known, but using a blank script with an empty main function will eliminate these issues.
    5 KB (818 words) - 07:34, 29 November 2013
  • Custom AI allows the creature's event script to handle the creature's combat activities directly and prevents the usual ...to a non-zero value will be sent an [[EVENT_TYPE_CUSTOM_COMMAND_COMPLETE]] event (older documentation said [[EVENT_TYPE_HANDLE_CUSTOM_AI]], but this doesn't
    7 KB (905 words) - 13:53, 18 May 2011
  • ...prefix AMBIENT_* are used internally by the ambient behaviour system (see script [[sys_ambient_h]].nss) and should not be manually modified. Never directly ...he following functions to customize a creature's ambient behaviour through script.
    12 KB (1,801 words) - 00:16, 10 December 2013
  • ...end [[EVENT_TYPE_TRAP_TRIGGER_ENTER]] to this object to allow designers to script custom actions. This is mostly interesting for pre placed designer traps ...l receive a [[EVENT_TYPE_SPAWN]] event, during which the placeable's event script, by default [[placeable_core]], will automatically 'arm' the trap if the ob
    10 KB (1,534 words) - 00:10, 9 March 2012
  • ...you first pick them up, otherwise the flags won't be set. See the joining script for Valeria. It is assumed that the NPC joins the party after Lothering is ...ion plot VALERIA_NPC_HIRE. This one will allow us to know when to run the script to remove Valeria from the active party and move her to her right place,
    8 KB (1,013 words) - 21:26, 9 July 2011
  • |sourcefile=script.ldf |sourcefile=script.ldf
    32 KB (3,772 words) - 19:54, 21 August 2011
  • ...killed, the codex [[plot]] flag being updated in the ''creature_core.nss'' script. ...t are meant to be given as a group. !!This is handled in the giving/taking script?!!
    14 KB (2,190 words) - 15:10, 4 July 2010
  • All of these sounds will be visible as they are in the event groups we have created in FMOD. ...volumes, in addition, we can also perform some editing functions per sound event. When selecting a sound in the '''Sound Instances''' window the editing fun
    13 KB (2,257 words) - 20:30, 4 September 2011
  • {{inspector row|Client Script | Client scripts simulate user input }} {{inspector row|Script | Event script assigned to the resource }}
    16 KB (2,474 words) - 14:20, 21 February 2013
  • {{Infobox script}} ...which is invoked from the [[creature_core.nss]] script whenever an attack event is received. The function returns one of several [[COMBAT_RESULT_*]] consta
    6 KB (835 words) - 13:42, 4 April 2015
  • ...] || The Graphical Script Generator is a tool that will the community make script. It is designed for all builders, from non-programmer to expert scripter. | ...Five short demos.<br/>Will also make demos upon request, just provide the script or a brief description of the character and I'll write something up. || [ht
    58 KB (8,268 words) - 19:25, 2 March 2014
  • {{Infobox script/ru}} event ev = GetCurrentEvent();
    5 KB (206 words) - 07:14, 14 October 2011
  • {{Infobox script/ru}} Смотрите также: {{ulink|PRCSCR Script Templates|Шаблоны скриптов PRCSCR}}
    12 KB (488 words) - 07:18, 14 October 2011
  • | {{Infobox script/ru}} ...тиях смотрите - '''[[Event keyword/ru|События]]''' ''[[Event keyword|(en)]]''.
    9 KB (190 words) - 03:37, 14 October 2011
  • ...plot action. When the cooldown is finished an Event sporting the indicated event ID & the PlotActionID (in Integer argument 0) will be fired to the specifie ...ID of the Even fired back to script when the cooldown has completed. This event will have an Integer[0] value identifying the PlotActionID that has finishe
    2 KB (221 words) - 13:55, 26 March 2012
  • ...e of the scope of the current script by storing it on an object, effect or event: ...o be used in the current script by retrieving it from an object, effect or event:
    3 KB (373 words) - 12:24, 15 August 2011
  • ...e of the scope of the current script by storing it on an object, effect or event: ...o be used in the current script by retrieving it from an object, effect or event:
    2 KB (293 words) - 14:33, 13 April 2020
  • ...t outside of the scope of the current script by storing it on an object or event: ...script to be used in the current script by retrieving it from an object or event:
    1 KB (162 words) - 12:25, 15 August 2011
  • ...e of the scope of the current script by storing it on an object, effect or event: ...o be used in the current script by retrieving it from an object, effect or event:
    3 KB (314 words) - 16:06, 2 February 2013
  • ...e of the scope of the current script by storing it on an object, effect or event: ...o be used in the current script by retrieving it from an object, effect or event:
    2 KB (247 words) - 12:23, 15 August 2011
  • ...e of the scope of the current script by storing it on an object, effect or event: ...o be used in the current script by retrieving it from an object, effect or event:
    1 KB (154 words) - 12:23, 15 August 2011
  • ...t outside of the scope of the current script by storing it on an object or event: ...script to be used in the current script by retrieving it from an object or event:
    2 KB (275 words) - 12:23, 15 August 2011
  • The door signals the door-bash event whenever someone attacks it. The signal is sent to any nearby creatures fro ...function that uses these values is called inside the default creature core script. By default, the creature would face the door, draw weapons and buff himsel
    6 KB (1,154 words) - 17:43, 28 March 2010
  • {{Event |sourcefile = script.ldf
    907 B (144 words) - 17:52, 4 March 2012
  • {{event |sourcefile=script.ldf
    592 B (88 words) - 16:18, 19 December 2010
  • event ev = GetCurrentEvent(); ...й скрипт в качестве модуль-скрипта('''module script''')
    44 KB (1,077 words) - 03:51, 2 November 2011
  • ...posed to the scripting engine, and controls whether they are routed to a [[script]], for example [[rules_core]], or to a [[resource]], for example a creature {{2da column | Script | string | }}
    889 B (128 words) - 18:41, 8 May 2014
  • {{event |sourcefile=script.ldf
    1 KB (193 words) - 20:17, 3 January 2010
  • ==Why are the CHARGEN event scripts customised?== ...that customisation is proposed, and how the code differs from the Bioware script? That would help people to understand which lines they need to change to su
    8 KB (1,291 words) - 04:28, 29 March 2011
  • ...EABLE_ACTION_*|PLACEABLE_ACTION_EXAMINE]] action in the [[EVENT_TYPE_USE]] event. ...yer, you will need to have a plot script catch the '''AcceptedFlag''' set event.
    1 KB (214 words) - 09:27, 10 July 2014
  • {{event |sourcefile = script.ldf
    860 B (126 words) - 00:30, 11 February 2013
  • To create a quasi-heartbeat, create a script called 'my_heartbeat' and include this in it DelayEvent(6.0, GetHero(), Event(EVENT_TYPE_HEARTBEAT), "my_heartbeat");
    2 KB (235 words) - 22:41, 8 December 2009
  • ...whenever a player enters or leaves their area, which is used to trigger a script to perform some action in response. Triggers are complex resources that are A music volume can have an event script assigned. It also has four enter and exit state properties:
    4 KB (629 words) - 19:06, 3 February 2010
  • ...= Returns the value of a plot flag, optionally running the plot event script |param3desc = whether to call the event script associated with this plot
    1 KB (164 words) - 14:06, 27 March 2012
  • ...Также с их помощью удобно запускать {{ulink|script|скрипты}} на выполнение. event eParms = GetCurrentEvent();
    24 KB (430 words) - 12:37, 19 October 2011
  • {{Event |when= Sent by script to request that a trap arm itself. Will make the trap visible and play the
    354 B (52 words) - 00:50, 12 February 2010
  • I: 19:45:00 - Lightmapper script completed successfully. I: 19:43:39 - Running lightmapper script.
    3 KB (468 words) - 12:46, 6 February 2011
  • When the Player examines the placeable it triggers EVENT_TYPE_USE event The default behaviour (routed through the [[placeable_core script]]) is perfectly adequate.
    1 KB (175 words) - 17:37, 27 April 2020
  • {{event |sourcefile = script.ldf
    1 KB (190 words) - 18:56, 21 August 2011
  • ...are other such collisions: '''Effect''' vs '''effect'''; '''Event''' vs '''event'''; and '''Location''' vs '''location''' a simple and consistent solution i ...Heh. Well, I'm not sure that we really need separate articles for 2da and script types - the only differences I can think of offhand are [[bool]] and [[comm
    5 KB (776 words) - 02:21, 10 November 2009
  • {{Infobox script}} ...gen - Entry point for all character creation based [[event (dascript type)|Event]]s that get routed into this file from module_core.nss.
    3 KB (373 words) - 21:06, 25 December 2014
  • ...dling rather than simply creating an alternative or wrapper event handling script and are consquently becoming confused/frustrated. --[[User:Sunjammer|Sunja
    641 B (95 words) - 03:07, 26 January 2010
  • {{Infobox script/ru}} ...торых основано на событиях ([[event (dascript type)|Event]]), запущенных из модуль-скрипта(module_core.nss).
    5 KB (105 words) - 03:51, 2 November 2011
  • * [[event keyword|event]] The [[Script editor]]'s syntax highlighter treats the [[Boolean constant|boolean constan
    1 KB (134 words) - 21:06, 18 February 2012

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