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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

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