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  • 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

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