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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
    935 B (133 words) - 19:28, 18 November 2017
  • ...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

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