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  • == 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
  • 315 B (41 words) - 03:51, 4 January 2010
  • |when = Sent by engine when player is given an order
    365 B (38 words) - 19:12, 21 August 2011
  • "Builder to player" packaging is a system for packaging up the playable binary files you've ex ...eeded resources from folders and files in a treelike view. The "builder to player" function allows only files to be included from your modules "core" and "mo
    4 KB (688 words) - 18:49, 18 April 2011
  • * Player Camp (I would not recommend connecting any trails to this pin)
    3 KB (394 words) - 17:07, 5 July 2010
  • This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a modu ...ingle-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]
    6 KB (992 words) - 10:27, 31 January 2011
  • ...downloaded from [http://social.bioware.com/project/1331/#files the Single player and core resource source files] project, if you wish to modify the layouts *[[:Image:Brc999d.jpg|brc999d]] - Player Camp
    11 KB (1,876 words) - 12:57, 17 August 2012
  • The '''player''' type represents a player slot. There is no [[Scripting terminology#literal|literal]] for the player type.
    1 KB (158 words) - 12:23, 15 August 2011
  • 425 B (69 words) - 20:34, 26 November 2010
  • ...es to be exported that can't be packaged into [[ERF]]s by the [[builder to player]] process due to filename restrictions (ERF doesn't like filenames with two ...exclude the entire core override toolsetexport folder from the Builder-to-Player, rename to .zip, drag the missing toolsetexport folder to the core data fol
    1 KB (216 words) - 18:46, 18 April 2011
  • "Builder to player" - это функция упаковки ресурсов модуля в
    7 KB (116 words) - 08:25, 12 October 2011
  • #REDIRECT [[Player keyword]]
    28 B (3 words) - 23:22, 2 August 2011
  • ...лаем расширением основной кампании (Single Player). ...о установите параметр "Extended Module" как "Single Player, а "Content Module" как "None" (Рис. 2).
    10 KB (187 words) - 08:37, 27 June 2012
  • //manually give the player some equipment ...or create your fixed character as template and then transfer everything on player.
    20 KB (2,132 words) - 09:43, 17 October 2017
  • I have new level for my module and after I did "Bulder to Player" it ask to delete some files. When I do it my level doesn't work correctly
    3 KB (467 words) - 15:39, 6 January 2018

Page text matches

  • * "PLAYER" is the player's character ...s attached to - in this case, Quest Giver. The "PLAYER" is, of course, the player's character.
    23 KB (4,062 words) - 23:36, 10 August 2011
  • ...are staying. He walks up to the fire. One of the NPCs is happy to see the player and greets him, but the other is distrustful. The two share a brief exchang ...w displayed in them until they're selected. To preview the cutscene as the player would see it in the game, you will need to set one of the viewports to "Act
    36 KB (6,303 words) - 14:51, 21 December 2013
  • ...efore you set up character creation if you prefer, the game will provide a player with a simple (and very weak!) default character if character generation is ...d StartCharGen causes the game to show the character generation GUI to the player.
    18 KB (2,862 words) - 21:00, 4 September 2016
  • ...e-open countryside, for example, or a city with various districts that the player can travel between freely but is too large to conveniently fit in a single ...be known by in the Designer Toolkit's dropdown menu. It's not seen by the player.
    25 KB (4,306 words) - 22:14, 5 July 2010
  • ...nversation]] contain lines of dialogue, usually focused on one NPC and the player's interaction with him or her. Each line of dialogue can have the following * The [[Voice-Over]] (for non-player characters)
    17 KB (2,855 words) - 07:20, 26 November 2013
  • ...the player has performed a particular task, for good or for ill. Or if the player has learned some important new piece of information, he may now be able to ...he player's race or gender, differing options depending on what skills the player has, or lines that change depending on the time of day.
    11 KB (1,908 words) - 23:35, 10 August 2011
  • == Add a follower to the player's party == ...e at a time. '''[To Editor: Edit in a Custom Module or the existing Single Player Campaign Module?]'''
    11 KB (1,454 words) - 16:49, 19 October 2014
  • Abilities should always be worth it. Don't do minor effects (+1 attack). The player should always be able to see the effect of the ability in game (not necessa ...ive to be used on monsters that only exist to die in an encounter with the player's party. (These creatures use duration based effects to emulate similar abi
    27 KB (4,244 words) - 21:00, 6 April 2015
  • ...ers for the player to slay. We'll put them in the hut_interior area so the player won't be instantly thrust into combat. ...ost of its properties at their defaults for starters. To make it fight the player when it sees him, set the "Group" property to "_Hostile". Give it a name in
    12 KB (1,998 words) - 23:37, 10 August 2011
  • Abilities should always be worth it. Don't do minor effects (+1 attack). The player should always be able to see the effect of the ability in game (not necessa ...ive to be used on monsters that only exist to die in an encounter with the player's party. (These creatures use duration based effects to emulate similar abi
    27 KB (4,247 words) - 07:28, 14 October 2011
  • ...this when he's playing the game. To give the area a name meaningful to the player set the "Name" field to "Deep in the Swamp". All of the other defaults are * Create a waypoint to mark where the player starts the game
    17 KB (3,063 words) - 13:22, 14 July 2011
  • *The Player group is always hostile towards the Hostile group *The Friendly group is always non-hostile towards the Player group.
    4 KB (633 words) - 22:36, 2 February 2010
  • ...ed the Single Player campaign (though in fact all DAO campaigns are single player). ...ingle Player resources are available to community extensions of the Single Player campaign, but not available to community campaigns.
    16 KB (2,474 words) - 14:20, 21 February 2013
  • ...he Area Editor of the Designer toolest. They can be interacted with by the player in-game. ...default action or a secondary action (for example, determining whether the player is picking the placeable's lock or simply bashing it open).
    17 KB (2,708 words) - 07:54, 2 December 2013
  • ...] combines various resources and scripting to produce, what appears to the Player as, individual traps that can be placed, armed, disarmed, detected and trig ...be invisible to the player and his party. Traps dynamically created by the player are always set to 'detected' after they are created.
    10 KB (1,534 words) - 00:10, 9 March 2012
  • If the player disables all other add-ins on the in game DLC screen, no conflict should oc ...is disabled, unless the builder cleans it out before making the Builder-to-Player file. The same problem can occur if a builder has intentionally placed cont
    15 KB (2,377 words) - 13:26, 23 October 2011
  • If the player disables all other add-ins on the in game DLC screen, no conflict should oc ...is disabled, unless the builder cleans it out before making the Builder-to-Player file. The same problem can occur if a builder has intentionally placed co
    15 KB (2,378 words) - 13:31, 23 October 2011
  • ...mpaign as there would be no point to changing the background in the single player campaign unless you were also going to make extensive additions to support ...hat the module is a stand alone module rather than an add-in to the single player campaign or some other module. For the purposes of this tutorial we will as
    31 KB (4,632 words) - 19:14, 6 December 2016
  • [Player] [bit] NOT NULL , CONSTRAINT [DF_t_Conversation_DefaultNPCListener] DEFAULT ('PLAYER') FOR [DefaultNPCListener],
    587 KB (68,089 words) - 20:12, 28 October 2009
  • The '''player''' type represents a player slot. There is no [[Scripting terminology#literal|literal]] for the player type.
    1 KB (158 words) - 12:23, 15 August 2011
  • | 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
  • ...nventory of placeables or creatures in the area. They can also be put in a player's inventory using scripting, a common occurrence for "plot" items. This tut ...internal name used by the game to keep track of the item, not the name the player will see, so you can pick whatever naming scheme makes things easiest for y
    5 KB (830 words) - 17:18, 1 February 2022
  • ...to place the merchant object in close proximity to the location where the player will be interacting with it. ...chant object placed in an [[area]]. The merchant object is not seen by the player.
    7 KB (1,093 words) - 23:17, 10 August 2011
  • * Setting the player's position (position includes also initial orientation) ...ut more on that later. You won't be able to use 'your' GW to replace the 'player' character, but you can select any of the .utc in the game.
    14 KB (2,285 words) - 14:37, 23 July 2014
  • |brief=Sets a local player variable on an object. |param3type=player
    2 KB (321 words) - 19:55, 25 February 2010
  • This tutorial describes how to add a new visitable location to the single player world map. It is assumed that the reader is familiar with [[Creating a modu ...ingle-player.png|thumb|Figure 2: Changing the extended module to “Single Player”.]]
    6 KB (992 words) - 10:27, 31 January 2011
  • ...at suits your character is easy and will almost always be better for the player than a generic one that spends points poorly. ...haracter sheet. 0 is off, 1 is on, 2 forces it on and removes it so the player can't turn it off.
    39 KB (4,983 words) - 20:54, 26 October 2014
  • //manually give the player some equipment ...or create your fixed character as template and then transfer everything on player.
    20 KB (2,132 words) - 09:43, 17 October 2017
  • ...t phase and an animation phase, simulating a bubble of activity around the player. In a movement phase, the creature (optionally) moves to a new destination ...SYSTEM_ALWAYSON): Ambient behaviour never stops, regardless of distance to player. This should rarely, if ever, be used but at least the functionality exists
    12 KB (1,801 words) - 00:16, 10 December 2013
  • ...side of the door the player is on. The door will always open away from the player. ...y would move to strategic positions, buff themselves, and so forth. If the player picks the lock he would be rewarded by surprising the creatures on the othe
    6 KB (1,154 words) - 17:43, 28 March 2010
  • Items for the Single player campaign are all stored in the Toolset's [[Resource palette]], under the It ...an not be destroyed, sold or removed from inventory by the player once the player has acquired it. Plot items can only be removed via scripts written by the
    13 KB (1,980 words) - 07:33, 3 November 2013

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