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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
  • * [[Playing custom Player Character]] *[[Adding a Location to the Single Player Campaign Tutorial]]
    6 KB (907 words) - 21:33, 22 February 2022
  • ...interactive components to it to make it "come alive" and interact with the player. ...reas are considered to be a block and will always be loaded together. The player will be able to wander between these areas without requiring a major area t
    4 KB (721 words) - 20:10, 3 February 2010
  • ...n is going away, and can be used for things that you want to make sure the player sees. **[[ EVENT_TYPE_AMBIENT_CONTINUE ]] - conversation ends or player is nearby to resume ambient behaviour
    14 KB (2,021 words) - 12:26, 15 August 2011
  • === Player Character Stats === === Player Character Skills and Talents ===
    13 KB (1,462 words) - 16:57, 1 February 2022
  • {{2da column| Copper|int| The amount of copper to reward the player with.}} {{2da column| Silver|int| The amount of silver to reward the player with.}}
    1 KB (244 words) - 02:16, 21 January 2011
  • ...p-down under Module Properties and the Module Hierarchy includes '''Single Player''' as well. // This fires whenever the player presses + or - on an attribute to spend
    18 KB (2,479 words) - 12:52, 11 June 2011
  • ...is a branch, and of course didnt work. My second attempt was to add empty player lines. If you have an owner reply to the empty line, the END DIALOGUE becom ...es without much break. But think about the amount of text you confront the player with in those cases maybe a codex entry would be better. It is a good way t
    2 KB (323 words) - 09:43, 15 December 2010
  • ...ы могут быть упакованы в архив {{ulink|Builder to player|"Архив для игрока"}}. Этот архив позволяет == Создание архива для игроков ("Builder to player") ==
    10 KB (169 words) - 00:54, 16 December 2011
  • ...set]]'s [[database]] and must be exported prior to creating a [[Builder to player]], or [[DAZIP]], file. ...ore Game Resources]] module and used by all modules (including the Single Player campaign) created in the toolset and are best left untouched. A better ide
    8 KB (1,308 words) - 15:38, 26 October 2014
  • '''Rank''' укажите как '''Player''' ...character sheet. 0 is off, 1 is on, 2 forces it on and removes it so the player can't turn it off.
    63 KB (4,247 words) - 03:04, 14 October 2011
  • ...n is going away, and can be used for things that you want to make sure the player sees. **[[ EVENT_TYPE_AMBIENT_CONTINUE ]] - conversation ends or player is nearby to resume ambient behaviour
    15 KB (1,680 words) - 05:37, 14 October 2011
  • "Builder to player" - это функция упаковки ресурсов модуля в
    7 KB (116 words) - 08:25, 12 October 2011
  • ...AYS port your custom levels from SINGLE PLAYER!''' Manage modules-> Single Player-> open your '''LVL''' there. ...model armor and items in new folder override. After that create Builder to Player withou these files and look for next step'''
    14 KB (2,392 words) - 16:37, 1 February 2022
  • 2. '''File''' --> '''Manage Modules''' --> Switch to single player campaign \Documents\BioWare\Dragon Age\modules\Single Player\override
    28 KB (5,216 words) - 16:31, 30 September 2013
  • |brief=Gets the object ID of the Nth player map patch |param1desc=Object ID of player
    1 KB (186 words) - 23:20, 26 February 2010
  • |brief=Gets the object ID of the Nth player map Pin |param1desc=Object ID of player
    1 KB (186 words) - 00:18, 20 February 2010
  • |{{Warnbox|Do not edit Single Player or Core Resources with custom content!|300px}} ...ragon Age: Origins campaign resources are stored in a module named "Single Player". If you're just starting out with the toolset, it can be dangerous to edit
    6 KB (939 words) - 17:18, 1 February 2022
  • "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
  • == Art sources for the Single Player campaign == ...for download at [http://social.bioware.com/project/1331/#files the Single player and core resource source files] project.
    5 KB (886 words) - 16:42, 1 February 2022
  • ...r]] is a friendly [[creature|non-player character]] who will accompany the player on his/her journey until the follower decides to leave, is dismissed or die ...hey may have banter with each other; they may approve or disapprove of the player's actions; they may be romanceable; etc.
    1 KB (212 words) - 16:34, 26 October 2014
  • == What if my mod extends both Single Player and Awakening? == ...et" Name="ELF the pet cat for DAO and Awakening" ExtendedModuleUID="Single Player" Priority="100" Enabled="1" State="2" Format="1">
    12 KB (1,894 words) - 09:26, 10 January 2011
  • ...изменяйте модули Основной кампании (Single Player) и Основных ресурсов игры (Core Game Resources)! |300p ...строго не рекомендуется! Это модуль "Single Player", содержащий ресурсы основной кампании, и
    11 KB (193 words) - 07:34, 18 June 2013
  • ...fied for the area. For example if '''MaxLevel '''is set to 5 and a level 8 Player enters, the game engine will scale the creatures to level 5. The creature's
    2 KB (311 words) - 22:48, 27 October 2014
  • Icons can be shown floating over the heads of certain creatures to draw the player's attention to them and indicate that they've got some sort of plot importa ...non-hostile group, otherwise the feigning won't be very effective and the player can walk over and kill them while they lie there snarling ineffectually) }}
    14 KB (2,190 words) - 15:10, 4 July 2010
  • | align="left" | Adjust For Player Height == Adjust For Player Height [[Image:IconCamera.png]] ==
    18 KB (2,755 words) - 18:04, 27 January 2010
  • ...stance is what is actually loaded into the game and interacted with by the player. For several resource types (creatures, placeables, items, and others) ther ...en set up an area and place a number of these creatures in an area for the player to fight, the creature instances will start out with all their properties s
    6 KB (877 words) - 10:01, 15 February 2012
  • ...tions in columns. Within each cell of the table is the [waypoint] that the player will arrive at in the target area. ...set up more complex patterns, for example a mountain pass that starts the player at a different waypoint depending on whether he's arriving there from areas
    3 KB (520 words) - 14:59, 1 February 2010
  • ...is not specified then the array returned is for the player's party and the player's character is included in the array.
    2 KB (234 words) - 12:54, 7 September 2011
  • |brief=Opens the inventory of an object for a target player. |param2desc=the player doing the opening
    1 KB (167 words) - 23:31, 31 July 2009
  • |description = player used the world map to travel from point A to point B |description = player uses the generic transition system to open the world map
    32 KB (3,772 words) - 19:54, 21 August 2011
  • Click the Generate Pathfinding icon. Green dots indicate where the player will be allowed to walk. *If there's a complaint about walkable/player start then delete your old start then place a new one on a flat area.
    15 KB (2,618 words) - 17:19, 1 February 2022
  • * Create a new module that extends the single player game ...e just some basic settings required so that your module extends the Single Player campaign.
    11 KB (1,604 words) - 15:35, 7 December 2013
  • ...been identified. It is not lightmapper related; it turns out that "single player" is hard-coded into a part of the resource processing pipeline. ...posted it you'll need to manually copy the resulting files from the single player [[override directory]] into your addin's override directory.
    1 KB (226 words) - 14:26, 4 July 2017
  • ...the Resources can then be packaged into a [[Builder to player|"Builder to Player"]] package, once the [[Module]] is finished. This will collect all those '' ...allable packages the toolset is capable of creating so called [[Builder to player]] packages, to create [[DAZIP|"DAZIP"]] installable Filetype.
    5 KB (809 words) - 16:37, 11 February 2011
  • This may be related in part to the hard-coding of "single player" in part of the resource processing pipeline, which has already been identi * Switch to the Single Player campaign in the toolset (File > Manage Modules)
    3 KB (430 words) - 10:51, 18 May 2011
  • Improvements: could use some collision to prevent the player WASD-walking off the piers. some pretty unexpected terrain collision on one * the terrain collision is bugged at the "catwalk". the player can't walk down the sides which feels odd.
    25 KB (4,110 words) - 21:42, 31 August 2011
  • ...tyle implementation, as demonstrated in the sample module. By default the player earns prize tokens which may be traded in for items. ...player uses three new skills to complete: work, combine and separate. The player places the items on a placeable in your module, and performs the action. If
    14 KB (2,177 words) - 21:43, 31 August 2011
  • ...ow. Remember to check the "At current location" tick box. Actor1 should be PLAYER, Actor2 should be owner. string sSource = GetEventString(ev, 0); // the area tag the player is travelling from
    83 KB (11,764 words) - 17:21, 1 February 2022
  • 12 KB (262 words) - 02:36, 14 December 2011
  • ...to use a set of template scripts to add either new quests and dungeons or player companions to the experience. Because of the modularity of the design, play ...hook character in the "hub" area, and uses a predefined script to send the player back to the "hub" area once the quest or dungeon is complete.
    5 KB (788 words) - 20:02, 14 June 2011
  • ...полезна при записи ролика из модуля "Single Player", так как позволяет избавиться от обязате *Пример: -autologin=single player
    16 KB (297 words) - 05:27, 26 February 2012
  • uh_pct_dc1_0t - Dwarf common player tattoos uh_pct_dn1_0t - Dwarf noble player tattoos
    6 KB (967 words) - 14:28, 26 June 2022
  • ...used to represent a bulletin board where jobs or quests are posted for the player. Quests on a job board are generally minor side quests of no direct releva ...the quest offer disappear from the board once it has been accepted by the player, you will need to have a plot script catch the '''AcceptedFlag''' set even
    1 KB (214 words) - 09:27, 10 July 2014
  • ...sitions if the emitter is placed on the map to only cover one area and the player can walk in and out of it. Ideally, this event is created to cover an entir ...ogrammatic fix to limit how many FMOD plays at one, depending on where the player is. The UseMaxPlaybackFix is now the user property we have to assign to all
    39 KB (6,747 words) - 16:42, 11 November 2009
  • ...tuation. The text-field is currently limited to 20 characters (same as the player name).
    2 KB (269 words) - 00:04, 11 February 2013
  • {{inspector row|MapNote| A string of text that's displayed when the player puts his mouse pointer over the waypoint on his map. This is only visible i ...e enabled| If this is set to true, the waypoint will become visible in the player's map of the area. It's false by default. }}
    3 KB (466 words) - 19:56, 8 February 2010
  • ...s that require more than binary values, local variables can be set on the player or the module.
    3 KB (373 words) - 12:24, 15 August 2011
  • ...ns that require more than binary values, local variables can be set on the player or the module.
    2 KB (351 words) - 20:17, 24 October 2009
  • |when= the player clicks on a destination in the world map |string0desc= the area tag the player is travelling from
    604 B (95 words) - 00:39, 12 February 2010
  • |when = player responds to popup message box |creatordesc = the player
    860 B (126 words) - 00:30, 11 February 2013
  • A layout requires at least one exportable area. This is the area that the player will be able to operate in and percieve when the layout is exported for use ...n consistency between them. This is particularly useful in layouts where a player in one exportable area can see into the other exportable area but not reach
    10 KB (1,687 words) - 20:11, 26 February 2010
  • ...what they affect: levels and characters. Character lights will affect the player, NPCs, and creatures. The level lights will affect static geometry and des * Baked: This is lighting that only affects things in the level layout. The player will not be lit by this. Its contribution to the lighting scene is encoded
    11 KB (1,833 words) - 12:14, 26 June 2016
  • Item creation (crafting) seems fairly straightforward: the Player collects "junk" from creature drops. The recipes are all in [[recipes.xls]] ...system is basically (the player's level / 3) + a small random element. The player's level is essentially capped at 45 for this system.
    14 KB (1,910 words) - 21:57, 15 November 2009
  • exec bsp_AddNewModule 'Single Player', 'Single Player', 1, 0, 'Single Player', NULL, NULL, '', NULL, '', NULL, 1, 3,-1,-1,-1, NULL, NULL, NULL, NULL, NU
    25 KB (2,619 words) - 17:31, 28 October 2009
  • *Example: -autologin=single player Extra useful in the "single player" module as it gets rid of the "character generation" GUI that blocks the sc
    11 KB (996 words) - 14:17, 7 November 2011
  • ...er interior or exterior, a Level file is never directly experienced by the player, and must have a 'Post Local' operation done to it for it to be usable by A * Area - An Area is where the player actually adventures. When you create an area you must specify a layout whi
    2 KB (378 words) - 16:06, 10 January 2010
  • ...er is required, for example, displaying a message on screen every time the Player picks up (or steals) an item: // only show if the item went into the player's inventory
    4 KB (572 words) - 19:59, 8 May 2014
  • * The '''Single Player''' module is the campaign, and shouldn't be edited unless you want to modif ...module is highlighted by the red rectangle; the example has the '''Single Player''' module loaded.
    5 KB (753 words) - 05:15, 17 November 2009
  • ...posted it you'll need to manually copy the resulting files from the single player [[override directory]] into your addin's directory.
    6 KB (930 words) - 01:01, 15 January 2010
  • '''Note''': The script will be run every time the player enters the specified area list, so plot flags or similar methods are needed ...''': An area list can have several areas. You can't predict which area the player will be in when the area list loads. Fortunately, GetObjectByTag can be use
    4 KB (685 words) - 08:43, 30 March 2011
  • | This Script serves to add a custom Door into a existing Area, that the Player can enter into a custom Area. | 8. [[Playing custom Player Character]]
    11 KB (1,703 words) - 21:37, 26 April 2020
  • .... So I made a more noob-friendly follower tutorial that extends the single player campaign. Since the other follower tutorial goes into more detail than I do ...hat "Extended Module" option in the "Properties" section is set to "Single Player." [Eventually you'll have to come back to this to set the "script" to the m
    24 KB (3,290 words) - 00:32, 6 August 2012
  • ...works well with Origins, the Awakening Expansion, and any DLC that allows player mods to extend them in some way (Leliana's Song, Golems of Amgarrak and Wit ...campaign mod; the toolset only will extend Core Game Resources and Single Player (Origins) by default. To extend the Awakening Expansion you need to create
    3 KB (545 words) - 02:44, 20 June 2013
  • ...e Core Resource", если основную кампанию, то "Single Player", если же вы создаёте полноценное расшире
    16 KB (186 words) - 02:29, 14 December 2011
  • *"PLAYER" - Собственно сам игрок. ...орого вы желаете для неё назначить, OWNER и PLAYER.
    39 KB (481 words) - 11:13, 14 February 2012
  • Since the file doesn't have a unique name, there can be conflict if a player tries to install more than one module. ...og"). However, it greatly simplifies the installation instructions for the player, and improves compatibility between modules. The talk table in packages ove
    2 KB (394 words) - 07:48, 5 January 2011
  • ...те в качестве родительского модуля - "Single Player". *Свойство модуля "Extended Module" установите "Single Player".
    7 KB (125 words) - 13:59, 14 February 2012
  • ...you'll need to have a testing area (that isn't exported or packaged in the player file) to find the coordinates. ...ation to jump the player to a new location. For example, it could jump the player to a quest location or back to the hub area.
    3 KB (437 words) - 20:12, 14 June 2011
  • ...you'll need to have a testing area (that isn't exported or packaged in the player file) to find the coordinates. ...character sheet. 0 is off, 1 is on, 2 forces it on and removes it so the player can't turn it off.
    5 KB (876 words) - 20:35, 14 June 2011
  • ...custom resources: do not move core resources or resources from the Single Player campaign. ...ies are core resources or resources a third module, for example the Single Player campaign, you can ignore them.
    3 KB (488 words) - 13:52, 15 February 2012
  • ...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
  • ...works well with Origins, the Awakening Expansion, and any DLC that allows player mods to extend them in some way (Leliana's Song, Golems of Amgarrak and Wit ...campaign mod; the toolset only will extend Core Game Resources and Single Player (Origins) by default. To extend the Awakening Expansion you need to create
    3 KB (552 words) - 02:45, 20 June 2013
  • ...Ever. It can break an install. Creating a new module and adding the Single Player assets only takes a moment. (And there are tutorials a-plenty on how to do ...In my case, it is in the :\My Documents\BioWare\Dragon Age\modules\Single Player\override\toolsetexport folder. You can move it out of that folder. (I put i
    3 KB (542 words) - 08:53, 7 August 2014
  • *'''Related:''' [[Bug: Water plane missing in-game]], [[Bug: Bulder to Player with new level issue]]. ...posted it you'll need to manually copy the resulting files from the single player [[override directory]] into your addin's override directory.
    826 B (129 words) - 15:40, 6 January 2018
  • ...ded conflict can arise between the campaign and any core resource mods the player may have installed. If two design resources have the same name, only one wi The convention used in the main Single Player campaign of Dragon Age is as follows:
    10 KB (1,636 words) - 11:18, 10 September 2022
  • ...in campaign from [http://social.bioware.com/project/1331/#files the Single player and core resource source files] project. ...spells, ambient noises placed throughout areas or triggered by scripts and player actions, are all covered in this section.
    7 KB (1,106 words) - 18:01, 1 February 2022
  • ...downloaded from the [http://social.bioware.com/project/1331/#files Single player and core resource source files] project.
    3 KB (410 words) - 18:57, 8 May 2014
  • ...he [[2da]] files that define the different appearances for the Player, non-player characters and creatures.
    459 B (65 words) - 22:41, 29 March 2012
  • ...everal people who are collaborating on building a module. See [[builder to player]] for the process of packaging up finished works to distribute to players. ...used internally at BioWare during the development of the Dragon Age single-player campaign, along with a more traditional file repository for the art resourc
    9 KB (1,519 words) - 20:41, 28 December 2011
  • ...pt listed for them does not exist in the [[Core Game Resources]] or Single Player module.
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  • ...The job's title will be the plot resource's '''Name''' property. When the player clicks on the job's title this plot flag's '''Journal Text''' is displayed. ...resource referenced in the PlotRef column. When the job is accepted by the player, this flag is set and the job is removed from the Job Board.}}
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  • {{inspector row|Relationship To Player| How is the character tied to the player? Family, childhood friend, mentor, etc. }}
    5 KB (731 words) - 10:23, 26 October 2014
  • ...aracters to be scripted more naturally and reduces the number of times the player needs to press a key to continue the conversation.
    7 KB (1,251 words) - 08:24, 18 January 2011
  • (CampaignID 2 is the Single Player module.) If you wish to attempt to import the core and single player campaign resources you can find a [[DADBDATA]] file containing them at [htt
    6 KB (1,009 words) - 17:05, 1 February 2022
  • Modules contain adventures or entire campaigns that a player can play through. A module can also contain resources that are used by othe ...released by BioWare itself and often intended to add on to the main single-player campaign itself. Again, this is a distinction that's somewhat irrelevant at
    7 KB (1,140 words) - 23:19, 10 August 2011
  • *[[Bug: Bulder to Player with new level issue]] ...er plane missing in-game]]. Level art that's posted when not in the single player module is missing its water planes.
    6 KB (1,010 words) - 17:19, 1 February 2022
  • In Dragon Age, "[[placeable]]s" are objects that a player can interact with or are objects simply added to the area to create greater ...pen. For the upcoming [[area tutorial]] we need a door that will allow the player to move from outside the hut to inside the hut.
    6 KB (1,137 words) - 11:25, 22 July 2014
  • * [[player]] // Debug script: applies the visual effect passed in as parameter to the player
    13 KB (1,960 words) - 00:20, 10 August 2011
  • ...Additionally, you can set the flag to FALSE through scripting to allow the player to steal from a target more than once. Creatures with this flag set will no ...stolen from, that specific item resource will be added to the treasure the player receives.
    6 KB (952 words) - 08:09, 22 May 2011
  • ...f=Adds a creature that follows the player around but it is not part of the player's party. The creature will not cross an area transition.
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  • Applies <code>eEffect</code> to every member of the player's party.
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  • |brief=Returns whether the specified AI command was added by the player (as a result of a mouse click or keyboard action). |returndesc=true if player issued
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  • |brief=Returns the hero player |returndesc=The hero player
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  • |brief=Returns TRUE if the object is currently being controlled by the player Note - this can be TRUE for the main player character, and also for any
    922 B (135 words) - 16:52, 29 July 2009
  • |brief=Returns TRUE if a creature is a member of a player's party |returndesc=TRUE if a creature is a member of a player's party
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  • This can be used while the follower is in any state. It will not allow the player, using the GUI, will not allow the player remove the follower from the active party.
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  • |brief=Sets the player's location on the map. |param2desc=the location to place the player at
    839 B (118 words) - 00:40, 12 February 2010
  • |param1desc=TRUE if player should be captured on death, FALSE otherwise Shows the death screen, indicating if the player is captured on death (which gives a different GUI screen)
    899 B (126 words) - 17:13, 29 July 2009
  • // assigned using the Player's location
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  • |when = This fires when the player selects the icon corresponding to any of the available backgrounds The code used in the Single Player campaign for this event is found in [[sys_chargen]].
    494 B (59 words) - 19:03, 21 August 2011
  • |when = Sent by engine when henchman or player is selected. |to = [[player]]
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  • The [[HeroicStats 2da]] defines the properties used to track and display the player's individual performance.
    1 KB (161 words) - 18:22, 3 April 2016
  • The [[CLA_ 2da]] defines the available Player and NPC [[class]]es and [[specialization]]s. ...column| PlayerClass |int| Determines whether this class can be taken by a player.}}
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  • ...sta objects''' are large, low-detail props that are placed far outside the player-accessible area of a level layout to create a sense of scale that's much la ...he vista objects can be seen in the distance over their rooftops. When the player moves about parallax shows how far away they are.
    1 KB (205 words) - 23:29, 12 February 2010
  • ...script when a team of creatures dies in it or when a creature (such as the player) enters ...pplied by [[Ability|Abilities]], which are possessed by both creatures and player characters.
    5 KB (818 words) - 22:09, 26 March 2012
  • ...used in the Single Player Campaign, see [[Area layouts used in the single player module]].
    358 B (63 words) - 21:32, 28 December 2010
  • ..., use the data in [[CLA_base.xls]] to construct the character based on the player's choices. They are also responsible for any modification to the character'
    3 KB (373 words) - 21:06, 25 December 2014
  • ...module script altogether. Instead of using Main Flags to determine if the player acquired the quest item we can use the dynamic nature of the Defined Flag a // get a reference to the player
    10 KB (1,438 words) - 21:22, 9 October 2010
  • ...dder can therefore include a script with his mod that will be run when the player enters an existing area that he didn't create. This script can freely add o
    2 KB (296 words) - 18:24, 3 August 2011
  • ...copy it to the games directory. But it doesnt get included into builder to player. So i assume i still did something wrong sniff i dont know [[User:Eshme|Esh
    16 KB (2,849 words) - 01:27, 5 February 2010
  • Equip the player with a custom item in the main campaign (see [http://social.bioware.com/533 ...but after agreeing that the toolset could open the default module (single player) and trying to run the editor again, it ran fine. Thought I'd mention that
    6 KB (1,110 words) - 13:17, 23 December 2009
  • ...le_core that says "when there's an EVENT_TYPE_PLAYERLEVELUP event give the player 3 more attribute points." If there are two copies of module_core active (on ...o [http://social.bioware.com/forum/1/topic/71/index/441232 checking single-player plot flags from an addin].
    3 KB (475 words) - 00:21, 2 February 2010
  • ...y lights the terrain, a static light is expensive and can light either the player or the terrain, and I believe animated lights are terrain only, but have an ...the file and the more strain it will place on a computer, both creator and player. Another item to keep in mind is to not do extreme mesh deformations, beca
    17 KB (2,889 words) - 23:59, 20 December 2010
  • ...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
  • ** Extend -> Single Player ** Module Hierarchy -> Check Single Player
    5 KB (803 words) - 06:44, 1 July 2010
  • ...appear in game. This can be a [[Script]] tied to the module which puts the player in a starting [[Area]], or by integrating one like a Sword into existing re #Starting Area and Waypoint will determine where the player start out. This can be any Area you created.
    3 KB (448 words) - 13:57, 11 February 2011
  • completely deleting the "Single Player" Folder always fixes my problem. ...head morph of your character will cause the transformations applied to the player character during the Fade part of the main storyline to be deformed/glitche
    6 KB (1,084 words) - 03:45, 30 January 2015
  • ...tbeat it sends the delayed event to the player whereupon it would become a player heartbeat. Bryan's hastily cleaned up version is unfortunately no better i
    2 KB (235 words) - 22:41, 8 December 2009
  • ...em property. Because Dragon Age is a low magical world we cannot flood the player with magical items. However item progression is important to a RPG. We have ...g items when IPType is set to 3. (See \_Global\Item Scripts\ in the single player campaign for examples of the scripts).
    5 KB (750 words) - 23:09, 8 February 2010
  • ...page with the subhead "How to replace the morph of an in game NPC (Single Player Campaign)". When I access the creatures and try to find an NPC, there are n 2. File --> Manage Modules --> Switch to "Single Player" then click "open"
    1 KB (193 words) - 22:38, 18 January 2010
  • ...le]]. The reason is that the Toolset creates [[DAZIP]] files ([[Builder to player]] installable packages) where you select which folder to integrate. Thus th Only the [[Builder to player]] functionality packs those Resources into [[ERF|ERF Files]] again.
    4 KB (647 words) - 16:43, 1 February 2022
  • ...list of classifications is a mess, with builder-to-builder and builder-to-player categories mixed up. Also, the categories are not well chosen - the NWN ** Separate builder-to-player content from builder-to-builder content. The biggest hurdle to mod creation
    15 KB (2,676 words) - 17:22, 1 February 2022
  • *[[Feature request: Creating a creature with the player's head morph]]
    619 B (94 words) - 13:34, 14 February 2012
  • ...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
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  • ...-camp and in-party flags, and fires up the party picker by default. If the player then selects the follower in the picker, the in-camp flag is unset (or vice ...ady, create a simple debugging area for your module where you can dump the player, all followers and a couple of conversation dummies, and set up a dialogue
    9 KB (1,540 words) - 17:53, 4 December 2010
  • ...ction will need to be called once for every creature that is attacking the player in order to stop combat.
    1 KB (202 words) - 22:06, 10 February 2010
  • |brief = Counts the number of an item in the Player's active inventory |returndesc = The quantity of this item that is currently in the player's inventory
    1 KB (156 words) - 21:44, 10 February 2010
  • ...ew module for this. Actually no, I demand it. DO NOT DO THIS IN THE SINGLE PLAYER MODULE. ...ctory: they should be in the override directory of your module, not Single Player.
    8 KB (1,379 words) - 14:06, 23 February 2012
  • 2. ALWAYS include a way for the player to fire the companion. ...ding that for your companion) should have multiple lines available for the player to choose from. Generally the pathways are good/nice, evil/greedy, and neut
    11 KB (1,521 words) - 00:19, 12 October 2013
  • * [[player]] // Debug script: applies the visual effect passed in as parameter to the player
    17 KB (1,323 words) - 01:46, 24 June 2013
  • ...ions for the player to "overhear", or that is a quick one-line response to player interaction that doesn't require a full-blown conversation to play out.
    16 KB (473 words) - 05:26, 18 June 2013
  • string sSource = GetEventString(ev, 0); // the area tag the player is travelling from string sTarget = GetEventString(ev, 1); // the area tag the player is travelling to
    19 KB (2,670 words) - 15:15, 10 July 2011
  • ...to create the script to give the item to the player, or create any kind of player package. You do have to create the item in the toolset and export it as a d
    20 KB (3,335 words) - 13:46, 23 February 2012
  • ...modules for Dragon Age: Origins; it will apply to both stand-alone addins (player created playable modules) and addins that extend one or more of the officia ...f your work in the DA Toolset. The only time you should work in the Single Player module (which is what the Origins Campaign is called in the toolset databas
    2 KB (375 words) - 02:49, 13 February 2011
  • ! M2DA || Single Player || Awakenings || Description ! M2DA || Single Player || Awakenings || Description
    17 KB (3,007 words) - 14:08, 28 December 2013
  • ...the game by their string ID alone, such as the conversation history in the player's journal.
    9 KB (775 words) - 08:40, 18 June 2013
  • File:Brc999d.jpg|'''brc999d'''<br/>Player Camp [[Area layouts used in the single player module]]
    11 KB (1,925 words) - 15:29, 13 August 2011
  • ...ового модуля игрокам смотрите {{ulink|builder to player|Создание архива для игрока}}.
    14 KB (156 words) - 02:09, 18 June 2013
  • * [[player keyword|player]]
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  • When the Player examines the placeable it triggers EVENT_TYPE_USE event When the Player clicks on the placeable the following script runs:
    1 KB (175 words) - 17:37, 27 April 2020
  • * '''Rank''' to be '''Player''' ...dule's override directory. Make sure they are included in the [[builder to player]] ([[DAZIP]]) file when the time comes to build your module.
    11 KB (1,673 words) - 23:19, 27 October 2014
  • ...-camp and in-party flags, and fires up the party picker by default. If the player then selects the follower in the picker, the in-camp flag is unset (or vic ...dy, create a simple debugging area for your module where you can dump the player, all followers and a couple of conversation dummies, and set up a dialogue
    9 KB (1,531 words) - 20:50, 26 October 2014
  • ...ntrol over your lighting by adding many baked lights without impacting the player's performance (since they're all calculated at the lightmapping stage). It
    16 KB (2,606 words) - 12:41, 8 July 2022
  • ...ooms are visible to which will change, so walls of blackness may greet the player. ...her than lighting is improper physics for floor pieces. This can cause the player to "fall through" the floor and have it seem like everything went black. Ty
    14 KB (2,452 words) - 21:29, 9 September 2022
  • There can only be one area list active at a time in the game, but the player can transition between them.
    2 KB (400 words) - 11:23, 26 October 2014
  • ...rmation about 2da files provided with [[Core Game Resources]] and [[Single Player]] module.
    80 KB (9,468 words) - 18:23, 3 April 2016
  • PrintToScreen("Player moved to door");
    1 KB (143 words) - 20:44, 3 February 2010
  • ...r example, in a monster's custom AI this will generally mean attacking the player in some way.
    7 KB (905 words) - 13:53, 18 May 2011
  • ...the same resources collaboratively. This is how the main Dragon Age single player campaign was developed internally.
    2 KB (270 words) - 17:55, 2 July 2009
  • ...series of "effect icons" that appear on their character sheets so that the player can see what effects are on them. These icons will be controlled by a spec
    6 KB (922 words) - 13:22, 23 October 2011
  • {{2da column| PointCalc | comment | This has to be 3 to be "fair" to the player}}
    2 KB (281 words) - 18:30, 28 January 2010
  • |when=Fires every time the player requests to enter the levelup screen and causes the Chargen UI to show up.
    303 B (44 words) - 00:50, 12 February 2010
  • |creatordesc = owner of the plot table, should be a player
    907 B (144 words) - 17:52, 4 March 2012
  • |creatordesc = owner of the plot table, should be a player
    460 B (70 words) - 01:12, 12 February 2010
  • ...n is going away, and can be used for things that you want to make sure the player sees.
    241 B (41 words) - 00:35, 12 February 2010
  • |when = conversation ends or player is nearby to resume ambient behaviour
    521 B (70 words) - 00:32, 11 February 2013
  • ...xported. All other options export core resources unnecessarily, making the player package bigger than it needs to be.
    5 KB (846 words) - 20:17, 24 November 2010
  • ...le: used to deliver content to players, created by the by the [[Builder to player]] process
    8 KB (1,079 words) - 12:22, 6 June 2011
  • Dragon Age\modules\Single Player\override\toolsetexport\music
    6 KB (1,099 words) - 17:18, 1 February 2022
  • ...ctions 2da]] defines all of the possible interactions possible between the Player and placeables. The interactions that are appropriate for a particular plac
    842 B (121 words) - 23:30, 27 October 2014
  • ...Action''' because the new state may depend on the relative position of the Player. For example, doors can open forwards or backwards and a ballista can turn
    4 KB (518 words) - 21:03, 16 October 2011
  • ...the game by their string ID alone, such as the conversation history in the player's journal.
    7 KB (1,156 words) - 08:06, 5 January 2011
  • ...example: use this to get rain to fall all the way to the ground before the player sees the exterior where it is raining.}}
    16 KB (2,408 words) - 22:41, 8 February 2010
  • ...] Portal. This also accounts for any Resource already in use by the Single Player campaign.
    8 KB (1,140 words) - 13:30, 23 February 2012
  • |to= [[creature]]s, player
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  • |to = Attacking creature or player
    1 KB (155 words) - 20:16, 4 May 2011
  • |to= [[creature]]s, [[placeable]]s, player/party
    684 B (95 words) - 04:52, 3 January 2010
  • |to = [[creature]]s, [[placeable]]s, player/party|
    1 KB (173 words) - 11:42, 26 January 2011
  • |when=Player uses the generic transition system to open the world map
    1,006 B (163 words) - 00:49, 12 February 2010
  • |when=Player clicks on a map pin
    896 B (131 words) - 19:08, 3 August 2011
  • ...et area and waypoint tags must be obtained from another source. The Single Player campaign manages this via the WM_STORED_AREA and WM_STORED_WP module [[loca
    1 KB (143 words) - 19:12, 21 August 2011
  • |when= player clicks on object.
    234 B (27 words) - 00:50, 12 February 2010
  • ...e, Success0A column chosen in 2DA (used to make door always open away from player)
    952 B (128 words) - 19:24, 3 August 2011
  • |when= player collides with object (if EnableCollisionEvent column in [[placeables.xls]]
    290 B (34 words) - 00:50, 12 February 2010
  • ...|GM_COMBAT]]. That means that NPCs fighting NPCs while not visible to the player (should never happen anyway) will not trigger OnHit item abilities.
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  • |to = player
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  • |when=An item is removed from the player's inventory that has the ITEM_SEND_LOST_EVENT variable set.
    323 B (49 words) - 04:30, 3 January 2010
  • Is it possible to add "addin" content to the main game (Single Player)? I would like to add a new town to an existing forest in the main game wit
    9 KB (1,450 words) - 23:52, 8 April 2013
  • |param3desc=Notify the player his money amount changed
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  • Do not ever call outside of character generation, it will destroy a player's character.
    1 KB (171 words) - 19:35, 14 January 2010
  • Displays a text message or number over a player portrait
    1 KB (154 words) - 01:01, 3 March 2010
  • ...or the target object. It should be noted that this function can be used on player characters to enable events that by default do not fire for players. By def
    1 KB (187 words) - 19:19, 2 March 2010
  • ...the Plot flag is not an option. It always returns FALSE for members of the player's party.
    1 KB (169 words) - 19:48, 25 February 2010
  • This function returns the current game mode for a specific player. A game mode can be combat, explore, dialog etc'
    892 B (121 words) - 19:57, 3 August 2011
  • |brief=Returns whether or not the player has unlocked the specified achievement. This is slow and should no longer b
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  • |brief=Returns whether or not the player has unlocked the specified achievement.
    798 B (107 words) - 16:50, 29 July 2009
  • The main controlled party member is the one the player controls its movement directly, and the
    880 B (120 words) - 22:03, 2 March 2010
  • |param1desc=The creature ID (defaults to player)
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  • |brief=Gets the specified online statistic for the player.
    837 B (112 words) - 16:51, 29 July 2009
  • ...first item with this ability, this may not be the desired intention if the player has several items with the same ability
    1 KB (185 words) - 22:44, 24 February 2010
  • ...ame plot flags are used to choose between different lines referring to the player, so this does not actually come up much.
    1 KB (220 words) - 23:13, 11 February 2010
  • player or combat interactions.
    2 KB (304 words) - 23:28, 31 July 2009
  • |param2desc=The specific player that this cutscene is for. If none is specified, all players get it
    2 KB (308 words) - 22:13, 2 March 2010
  • Story events are queued up and are only sent to the server when the player saves the game.
    1 KB (172 words) - 00:57, 19 February 2010
  • |param1desc=The specific player to activate their scene. If none is specified, all players get it
    1 KB (151 words) - 23:28, 31 July 2009
  • |brief=Sends the screen shot online for the player.
    901 B (120 words) - 16:54, 29 July 2009
  • |brief=Sends the specified online telemetry for the player.
    891 B (120 words) - 16:54, 29 July 2009
  • |param4desc=1 if this contestant is the player, 0 otherwise
    1 KB (161 words) - 16:54, 29 July 2009
  • ...first item with this ability, this may not be the desired intention if the player has several items with the same ability
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  • |param3desc=Notify the player his money amount changed
    1 KB (148 words) - 23:33, 31 July 2009
  • ...or engine level events. It should be noted that this can also be called on Player Characters - though to get players firing events properly, the specified ev
    1 KB (179 words) - 19:09, 16 February 2010
  • This function sets the current game mode for a specific player. A game mode can be combat, explore, dialog, etc.
    933 B (128 words) - 19:56, 3 August 2011
  • ...item to be indestructible. Indestructible items cannot be destroyed by the player.
    1,003 B (137 words) - 00:00, 16 January 2010
  • ...rremovable. Once equipped, an irremovable item cannot be unequipped by the player, only by scripting.
    1,016 B (143 words) - 00:00, 16 January 2010
  • |param2desc=The creature ID (defaults to player)
    1,011 B (143 words) - 23:33, 31 July 2009
  • ...in the upper right of the screen with a set of up to four actions that the player can pick from it. See [[plotactions.xls]] for how to set up a set of plot a
    1 KB (166 words) - 23:50, 9 February 2010
  • This is intended for use on the player only and will generate undesireable results
    958 B (133 words) - 17:13, 29 July 2009
  • |param4desc=1 if this contestant is the player, 0 otherwise
    1 KB (155 words) - 19:47, 3 March 2010
  • |param2desc = Is this trap detected by the player
    913 B (121 words) - 17:59, 11 March 2012
  • |brief=Forces a creature to appear on the player's minimap as a blue dot. This can be used to highlight non-hostile creature
    1,022 B (154 words) - 00:11, 11 February 2010
  • |brief=Unlocks the achievement for the current player. This is slow and should no long be used. Use [[UnlockAchievementByID]](int
    872 B (117 words) - 19:05, 24 February 2010
  • |brief=Unlocks the achievement for the current player.
    773 B (103 words) - 17:13, 29 July 2009
  • |brief=Updates the specified online statistic for the player.
    1,005 B (136 words) - 17:13, 29 July 2009
  • ...t animation patterns which form part of the [[ambient behaviour]]s for non-player characters and creatures.
    2 KB (267 words) - 15:20, 22 March 2012
  • See [[builder to player]] for information on how to generate a DAZIP from the toolset.
    901 B (155 words) - 21:37, 10 November 2009
  • ...ing ways in '''script.ldf''', the [[Core Game Resources]] and the [[Single Player Campaign]]:
    5 KB (672 words) - 18:30, 13 April 2020
  • |when= This fires whenever the player assings an ability (skill/talent/spell/specialization)
    494 B (66 words) - 00:47, 12 February 2010
  • |when=Import the player character from an existing save file
    265 B (34 words) - 00:46, 12 February 2010
  • |when = This fires when the player selects the icon corresponding to any of the available classes
    460 B (51 words) - 19:07, 21 August 2011
  • |when = This fires when the player selects the icon corresponding to any of the available races.
    554 B (63 words) - 19:15, 21 August 2011
  • |when = This fires whenever the player selects a soundset for the main hero
    395 B (44 words) - 19:07, 21 August 2011
  • |when=Whenever the player successfully crafts and item.
    200 B (26 words) - 01:05, 12 February 2010
  • |to = [[player]]
    280 B (26 words) - 19:08, 21 August 2011
  • |when = Sent by engine when henchman or player is given an order.
    426 B (45 words) - 19:11, 21 August 2011
  • |when= The player changes a game option from the options menu
    187 B (26 words) - 00:57, 12 February 2010
  • |when = Sent by engine when player is given an order
    365 B (38 words) - 19:12, 21 August 2011
  • |when=The player completes the final step of a quest (moved to completed section of journal)
    625 B (96 words) - 18:54, 19 November 2010
  • |creatordesc=The player
    314 B (44 words) - 00:34, 12 February 2010
  • ...a similar name, and then after exporting it (but before doing a builder to player packaging) go into the toolset export directory where it's been exported an
    4 KB (629 words) - 19:58, 6 March 2010
  • ...updated" overlay when an action is enabled. This was designed to alert the player that a new action has been acquired}}
    729 B (106 words) - 23:55, 9 February 2010
  • ...t animation patterns which form part of the [[ambient behaviour]]s for non-player characters and creatures.
    355 B (49 words) - 15:23, 22 March 2012
  • The idea behind showing these models is to give the player a quick view of the actual model that corresponds with a model file name.
    55 KB (7,999 words) - 17:21, 1 February 2022
  • ...el you'll have to place chunks of floor, walls, and ceiling to enclose the player on all sides. Room-based levels have no further attributes that need to be
    5 KB (915 words) - 18:41, 27 January 2010
  • {{inspector row|Player Line Color|}}
    1 KB (126 words) - 22:54, 3 September 2011
  • The [[builder to player]] process packages up resources into ERF files for you, storing the generat
    13 KB (1,887 words) - 22:43, 12 March 2011
  • ...rsation]]s. This is optional, but the NPCs will just stare silently at the player during conversations if you don't.
    2 KB (321 words) - 18:23, 27 January 2010
  • ...But when I select that option, all I have on the list were Demo and Single player, there's no other option, I don't see the module I need anywhere. Can someb
    992 B (172 words) - 21:22, 9 November 2009
  • * Player Camp (I would not recommend connecting any trails to this pin)
    3 KB (394 words) - 17:07, 5 July 2010
  • [[Single Player Campaign Map Pin List]]
    71 B (10 words) - 01:52, 18 November 2009
  • ...t tag (I used "eih_timmys_peril"). Note that we want to extend the single player campaign.
    2 KB (327 words) - 16:01, 17 November 2009
  • * [[Item]]s - any item that can be carried by the Player or NPC
    4 KB (624 words) - 13:14, 11 June 2011
  • Optionally you can pack it into an *.[[erf]] file. The [[builder to player]] packaging process can package up these files into an erf for you in the p
    2 KB (302 words) - 00:27, 26 May 2023
  • 模組建立後,開啟模組選擇heirarchy並檢查single player是否有打勾。 ...Log_Trace(LOG_CHANNEL_CHARACTER,"sys_chargen","Setting default values for player character");
    18 KB (1,222 words) - 12:57, 11 June 2011
  • ...tRatio'' is a '''constant''' 1.777777777777778 (or 16:9) regardless of the player settings.
    3 KB (532 words) - 21:00, 30 December 2009
  • |brief = Called by the engine when the player drags on a movable tooltip; of note are the spell and skill icons that can
    3 KB (303 words) - 03:22, 16 December 2009
  • ...the extracted sound effect WAV files don't open properly in Windows Media Player, [http://www.videolan.org/ VideoLAN] can open them without any trouble.
    2 KB (258 words) - 17:18, 21 January 2011
  • ...to CSV and reopen it with Excel. Or you can select all the lines up to the PLAYER lines and paste to your editing program of choice, etc.
    3 KB (565 words) - 18:40, 24 October 2010
  • ...version is if you in example find some book in your area and want to give player some information about it (well - codex)
    4 KB (675 words) - 17:21, 19 November 2015
  • ...in-game. If you want to use a model that normally disappears to give the player a cutaway view, but don't want that model to disappear in a particular inst
    8 KB (1,363 words) - 04:12, 23 May 2010
  • [[Trigger]]s are sent an event whenever a player enters or leaves their area, which is used to trigger a script to perform s
    4 KB (629 words) - 19:06, 3 February 2010
  • ...ckages\core\override\[conversationname].fsb and play it with windows media player. You will hear all of the VO lines for that conversation packaged together
    6 KB (948 words) - 13:26, 28 January 2016
  • ...es/_DO NOT TOUCH'''. I suppose it doesn't matter as long as it maps to the player, but something more concrete in a tutorial might be helpful. I'm not editin
    479 B (80 words) - 19:14, 17 January 2010
  • ...so seems just as important to me. After packaging a mod into a DAZIP, the player can't simply install it by double-clicking the file that's already associat
    1 KB (221 words) - 18:49, 25 February 2010
  • ...ric actions are generally used in conversations. There was a time when the player could initiate conversation with their party member which is possibly when
    665 B (105 words) - 09:46, 22 January 2010
  • The idea behind showing these models is to give the player a quick view of the actual vegetation model that corresponds with a file na
    7 KB (1,429 words) - 15:40, 27 January 2010
  • ...packages\core\overide folder before playing the game or doing a Builder to Player export.
    2 KB (270 words) - 14:13, 20 December 2010
  • |param2desc = The creature being spoken to. Should be the player object most of the time
    1 KB (177 words) - 02:55, 18 February 2012
  • |brief = Forces a creature to stop combat and surrender to the player
    1 KB (169 words) - 18:48, 10 February 2010
  • ...an attribute level is dynamic and depends on the player’s level – the player will need to keep increasing his attribute in order to keep it in the ‘hi
    1 KB (209 words) - 18:55, 10 February 2010
  • ...foundation of every [[Dragon Age: Origins]] module, including the [[Single Player Campaign]], and as such will always appear in every module's hierarchy.
    405 B (59 words) - 15:16, 26 October 2014
  • ...nction destroys all objects with tag sTag that are in the same area as the player.
    867 B (125 words) - 19:22, 10 February 2010
  • |brief = Removes an item from the Player's active inventory
    1 KB (194 words) - 21:42, 10 February 2010
  • |brief = Adds an item to the Player's active inventory
    1 KB (207 words) - 21:46, 10 February 2010
  • ...cutscene plays (optional), and makes sTalkSpeaker initiate dialog with the player (also optional).
    1 KB (206 words) - 22:09, 10 February 2010
  • Or maybe we give this as an assignment to the first player to complain about it? [grin]
    1 KB (186 words) - 17:51, 22 February 2010
  • ...rmal followers, and the code even checks the object tag against the single player campaign's companions. It'll fail to check against your own module's custom
    4 KB (534 words) - 19:08, 21 July 2011
  • ...sources where made available for DLC items, in order to facilitate modding/player-created content.
    229 B (33 words) - 13:25, 14 February 2012
  • When a ranged or magic weapon is equipped, the player's ammunition slot is automatically populated with an instance of the ammo's
    6 KB (1,013 words) - 23:06, 9 April 2010
  • ...ver someone dedicate some time to explore the possibilities of this 2DA to player's followers?
    258 B (46 words) - 16:55, 16 September 2010
  • * You can look at examples from the Demo, Single Player, or any other module for guidance.
    7 KB (1,235 words) - 17:21, 1 February 2022
  • ...hat if using this water plane, your level ''must'' be exported from Single Player campaign for it to show up in your area.
    4 KB (646 words) - 08:44, 15 July 2010
  • ...ttp://social.bioware.com/forum/1/topic/71/index/3165325]. Also, the single player waypoint transition table for the fade didn't make much sense at first glan
    575 B (104 words) - 12:16, 3 March 2011
  • Community Contest #7 requires map pins to be added to the existing Single Player maps.
    10 KB (1,197 words) - 10:30, 27 June 2017
  • If SetName is used to change the player character name, the FirstName macro continues to return the old name in con
    630 B (100 words) - 17:39, 7 September 2010
  • ...elp users of Dragon Age Origins Toolset to customize the portraits used by player’s followers in Personal Campaigns. ...ables to the choices you have at the Character Creator when creating a new player.
    5 KB (869 words) - 20:50, 19 September 2010
  • ...t the regular game. It will overwrite the DA sounds for the entire single player game, I believe, and for a module we don't want to do that. This is still u
    19 KB (3,396 words) - 03:20, 17 September 2010
  • ...d to be that large to be good enough. Many interior minimaps in the single player campaign are 256x256 textures.
    4 KB (702 words) - 19:28, 19 September 2010
  • * [[Area layouts used in the single player module]]
    2 KB (383 words) - 07:59, 7 December 2013
  • 4 KB (202 words) - 20:53, 13 May 2014
  • ...исвоения свойству «Mapping Tag» актера тега «Player» [[Image:Cutscene dummy player.png|thumb|center|600px]]
    69 KB (593 words) - 09:55, 21 July 2012
  • This is a small part of my current project - a house for player and companions in Dragon Age Origins.
    12 KB (2,013 words) - 21:43, 31 August 2011
  • ...ыть расширением основаной кампании (Single Player).
    18 KB (746 words) - 01:14, 14 June 2012
  • ...Remember to check the "At current location" tick box. Actor1 should be PLAYER, Actor2 should be owner.
    7 KB (1,090 words) - 19:31, 9 July 2011
  • //change script to player and send hire event
    7 KB (809 words) - 13:35, 11 July 2011
  • ...r plane missing in-game}} - Level art that's posted when not in the single player module is missing its water planes.
    7 KB (855 words) - 20:23, 28 December 2011
  • *{{ulink|Builder to player|Распространение модуля}} - создание устан
    9 KB (169 words) - 08:33, 12 October 2011
  • ...ipt(oFollower, RESOURCE_SCRIPT_PLAYER_CORE); //This makes them act like a player.
    8 KB (851 words) - 20:40, 14 June 2011
  • // There are a few cases in the single player campaign
    10 KB (679 words) - 15:31, 7 August 2011
  • // at 2 cases both for a player object and a creature object:
    2 KB (185 words) - 15:31, 7 August 2011
  • By default, ambient behaviour begins when a creature sees the player and ceases a short time after the party leaves the creature's sight. Ambien
    3 KB (416 words) - 01:05, 25 August 2011
  • ...iption = Sets ambient behaviour to never stop (even during combat or when player remains out of sight).
    2 KB (255 words) - 01:16, 25 August 2011
  • ...eries of "effect icons" that appear on their character sheets so that the player can see what effects are on them. These icons will be controlled by a sp
    6 KB (923 words) - 13:27, 23 October 2011
  • ...есурса из Основной компании (модуль "Single Player"):
    30 KB (1,993 words) - 14:10, 2 December 2011
  • ...PlayerRace | int | Determines whether this race can be taken by a player.}}
    2 KB (370 words) - 14:43, 19 March 2012
  • * [[Area layouts used in the single player module]]
    407 B (61 words) - 14:17, 17 August 2012
  • ...le forename, and a default female forename. These can be overridden by the player during character creation.
    2 KB (235 words) - 19:09, 6 December 2016
  • ...:Structs]] for structs defined in the [[Core Game Resources]] and [[Single Player Campaign]].
    2 KB (354 words) - 14:59, 13 April 2020
  • '''Out of memory message''' can occur when you do '''Builder to Player''' package and you file is more than 2GB of RAM even if you have enough RAM
    678 B (114 words) - 16:31, 27 June 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
  • ...ls (such as NPCs and creatures) have a scaling level of detail (LOD). As a player moves further away from an object, the LOD is progressively scaled down to
    8 KB (1,319 words) - 10:52, 17 August 2022