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  • | Goodbye (player-only is OK) | Player: "I've got to go"
    14 KB (2,119 words) - 21:43, 31 August 2011
  • As usual, the NPC lines are connected by player lines (which don't need any Dialogue text). ...ct the change. You can only link nodes that have the same type (player/non-player), the paste-as-link option won't be available if the node currently saved t
    25 KB (1,125 words) - 08:39, 27 June 2013
  • ...entries]] for both a new standalone module or an extension to the [[Single Player Campaign]]. Additionally it will show you how to destroy, or avoid destroyi ...yer's inventory and destroyed. The second, a longsword, will remain in the Player's inventory so they can use it.
    8 KB (969 words) - 17:37, 27 April 2020
  • ...andits from harassing the local village of Autumn Meadows. Game will allow player to create a new character or use their existing Warden<br/> || [http://soci ...os: The Blood Ransom || [http://social.bioware.com/28374/ Aulslime] || The player will become involved in a power struggle between several regional kings in
    58 KB (8,268 words) - 19:25, 2 March 2014
  • ...ave the player with an almost unusable character to play with. To send the player through a basic character generation UI use the below script as the module // give the player some equipment
    8 KB (980 words) - 14:01, 12 March 2012
  • ...s, helping orient them in the larger world and allowing you to provide the player with points of interest, marks indicating the progress or location of quest ...e viewed in read-only mode to allow the player to review them, or when the player character is traveling long distances the pins on the map can be clicked to
    5 KB (845 words) - 10:58, 31 January 2011
  • ...xport these resources, for creating [[builder to builder]] or [[builder to player]] packages and for many other tasks; and for the editors used to open and e ...rces that define every aspect of the campaign world and the story that the player will experience within it.
    8 KB (1,219 words) - 00:47, 5 July 2012
  • ...ed to control the flow of conversations and to control the contents of the player's journal. ..._CODEX_FLAG variables to the text you want to appear in the codex when the player examines the placeable.
    15 KB (2,592 words) - 20:11, 19 November 2010
  • <pre>*DragonAgeInstallDir*\modules\single player\
    22 KB (1,482 words) - 01:35, 16 December 2011
  • ...provide the physical structure and appearance of the area. If you need the player to interact with objects within an area you'll need to use interactive [[pl ...are.com/project/1331/#files]. (See also [[Area layouts used in the single player module]] for a listing of what each one is.)
    19 KB (3,139 words) - 00:35, 3 July 2012
  • ** reward the player, but do so appropriately (do not give a massive reward or overpowered gear * scale to all levels of player (preferred) OR include a "recommended level" in the job board description
    13 KB (2,128 words) - 21:44, 31 August 2011
  • ...eas by doing area transitions. DA will keep all of the game objects in the player’s area active. They will use physics room shells on the server to determi [[Creature]]s are the most common entities the player is going to interact with; see [[Creature]] for details on how to define th
    14 KB (2,314 words) - 11:18, 26 October 2014
  • ...GGER_AT_DEST_TAG - the tag for the waypoint that the trigger teleports the player to ...ition tag set). If you want to have the trigger do something only when the player enters it you should do a similar check, otherwise it will activate wheneve
    10 KB (1,581 words) - 17:43, 11 March 2012
  • |brief=Gets a local player variable on an object. |returntype=player
    1 KB (214 words) - 05:55, 1 August 2009
  • == Custom Creature Uses Player Head == ...player. So under "head morph" in creature creation I want to simply type PLAYER to have it use the players head morph.
    1 KB (228 words) - 13:35, 14 February 2012
  • The item variable we just set will trigger a module event when the player acquires the item. At minimum, we probably want to stop the player destroying the item, so the module event script will include
    5 KB (551 words) - 14:09, 23 February 2012
  • ...is a collaborative Dragon Age Origins module which will extend the Single Player campaign and will provide a framework for a series of strongly themed Commu * Banker (Player storage)
    8 KB (1,308 words) - 22:26, 18 September 2011
  • ...eas by doing area transitions. DA will keep all of the game objects in the player’s area active. They will use physics room shells on the server to determi [[Creature]]s are the most common entities the player is going to interact with; see [[Creature]] for details on how to define th
    14 KB (2,315 words) - 00:14, 28 December 2011
  • ...APR_ 2da]] defines the different appearances available for the Player, non-player characters and creatures. ...ully customizable that accepts parts such as gloves, boots, and armor. The player races have examples of this kind of model.
    11 KB (1,763 words) - 20:54, 22 February 2022
  • #Mark the parent module "Single Player" *The Extended Module property should be set to "Single Player".
    5 KB (818 words) - 07:34, 29 November 2013

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