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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

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