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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

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