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- Added fishing activity
- st 5 tags %% <STRUCT/> %%: <code xml> <STRUCT Name="firework_01"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Peche_Init.anim"/> <ATOM Name="next1" Value="1"/> <ATOM Na
- Shard commands
- o the targeted entity(/b), or to the entity whose name is specified in the first parameter(/c). * ... get> <Command> [which applies to the target whose name is given as the first parameter] example: The ... fo </wrap>: Displays information about the avatar named "Zatalyz". ==== Move commands ==== Different co... port Zatalyz | | Position <x>, <y> [, <z>] / <bot name> / <player name> / home | Teleports to exact coor
- Django models of the databases @en:nel_mysql
- d = models.AutoField(primary_key=True) domain_name = models.CharField(unique=True, max_length=32) ... ss = models.CharField(max_length=255) ring_db_name = models.CharField(max_length=255) web_host =... column='PermissionId', primary_key=True) # Field name made lowercase. uid = models.IntegerField(db_column='UId') # Field name made lowercase. domainid = models.IntegerFiel
- Ryzom Core Game Client Commands
- the targeted entity (/b), or to the entity whose name is specified in the first parameter (/c). *... get> <Command> [which applies to the target whose name is given as the first parameter] Example: The ... fo </wrap>: Displays information about the avatar named "Zatalyz". ===== Command accessible by playe... eam invite to a player character | <eid> <member name> | | setLeague | Set the League of the team | <
- The System localization/translation of the Ryzom Core
- ver-side "static localization"(that is, interface names, error messages). The second part is for the dyn... file includes the "language-code" embedded in the name. Detail about the file formats follow below: ===... aming language: "#include". #include "path/filename.txt" You can have any number of "include-command... meterDesc parameterDesc : parameterType parameterName parameterName : identifier parameterType : ‘ite
- Datasheets
- modified"> <STRUCT> <ATOM Name="TestVal1" Value="1"/> <ARRAY Name="TestArray"> <ATOM Value="Ar... > </ARRAY> <ARRAY Name="CoolFilesInfo"> <STRUCT> <ATOM Name="ShortName" Value="Tiger Attack"/>
- Object of the month: creating and deploying cudlly toys "Atys' mobs" in game
- ni_01.max * the first "ge_" prefix in the file name specifies the ecosystem, here _ge_neric (tr: tryk... fyros, etc...). * the second prefix in the file name specifies the type of model (hom: male homin, mo:... .). Here "acc" for _acc_essory. * and last, the name of our model "teddy-gubani", which will be suffix... place it in the same folder as the 3d model and rename it according to the same convention: "ge_acc_tedd
- Client interface's configuration
- ular treatment : * $p -> replace by the player name * $P -> replace by the player name in capital letters * $b -> replace by the NPC name about what the players is speaking. * $s -> replace by the NPC name about what the players is speaking (without tittl
- Armor @en:ds
- contains the normal sections of a .sitem object, namely ''basics'' and ''3D'' plus the section dedicate... : 1.0 $" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="zorai heavy boots"/> <ATOM Name="ItemType" Value="Heavy boots"/> <ATOM Name="
- Cosmetics @en:ds
- contains the normal sections of a .sitem object, namely ''basics'' and ''3D'' but also possibly the "Co... : 1.0 $" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="origin" Value="matis"/> <ATOM Name="family" Value="cosmetic"/> <ATOM Name="ItemType" Value
- Creation of a new continent
- === ==== Setting things up ==== - Now.. let's name our new territory, let's call it(as guide example... \leveldesign\install\continents'' with this given name. - Copy all the contents of the directory: ''L... this line and add **after it**: <code><PARAMETER NAME="id" TYPE="const_string" VISIBLE="true"></code> *... HE FOLLOWING LINES:** <code><COMBO_VALUES CONTEXT_NAME="default"> <CONTEXT_VALUE VALUE="dispensaire01"/>
- Nel files
- d - if id not in file yet - String, classname - classname </code> </WRAP> </hidden> ===== Enums ===== All enums used by the classes: <hidden... V: 7 CPointLight // done V: 2 CPointLightNamed // done V: 1 CPointLightNamedArray // done V: 1 CPSAttribMakerMemory<uint32> CPSAttribM
- Unified network
- l the display filters accessible now through nel.<name of message>.<name of field> like nel.gateway.message_type and all header fields under nel.header.<name of field> like nel.header.func. <WRAP center rou... { "CHAT_MESSAGE", cbChatMessage }, { "CHARACTER_NAME", cbCharacterName }, // receive a character na
- The craft tools @en:ds
- ains only the normal sections of a .sitem object, namely ''basics'' and ''3D'' **plus** the ''crafting t... : 1.0 $" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="Armor Tool"/> <ATOM Name="origin" Value="refugee"/> <ATOM Name="family" Value
- Name of the bots
- ====== Name of the bots ====== To have the Bots placed using the [[world_editor|World Editor]] **AND** having correct names displayed over their head(in white rather than their code name specified in the Primitive) used in the publisher... proceed!! ===== First step: Locate the given bot name ===== To do this, we use the World Editor. Open t