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- _ai_location.dfn @en:ds
- [[en:ds:rcdstypstring|string.typ]] <ELEMENT Name="Exclusions" Type="Type" Filename="string.typ" Ar
- step_ooo @en:primitive:mission
- reference document. ===== Properties ===== **name:** Name of the step, can be used as Jump_to destination and should thus be named as a C++ object (no blank, no special character
- An commented example of mission creation @en:world_editor
- ty window is filled, the easier it gets :-) * **name** : Here it is ''qabb20160603b'' * **audience**... === Save your work ==== Make file>Save As ... and name your current job. The .worledit files are used to
- 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
- rcdstypstring @en:ds:sound
- cally by script, please document it </WRAP> Type Name: String \\ UI: Edit ^ Description ^ Explanations
- _ai_type_def.dfn @en:ds
- i_type.typ]]) | Default = sint32 // <ELEMENT Name="Value" Type="Type" Filename="string.typ" Default
- _ai_behaviour_param.dfn @en:ds
- ally by script, please document it </WRAP> ===== Name ===== // String // \\ Example: //machainedecaract
- _ai_pastatoid.dfn @en:ds
- n [[en:ds:rcdstypstring|string.typ]] <ELEMENT Name="Exclude" Type="Type" Filename="string.typ" Array
- user_var_binding.dfn @en:ds:sound
- ally by script, please document it </WRAP> ===== Name ===== // Character string // \\ Example: //charac... parameter_id|parameter_id.typ]]) // <ELEMENT Name="Sounds" Type="Type" Filename="filename.typ" File
- _brick_mp.dfn @en:ds
- y by script, please document it </WRAP> ===== mp name ===== // String // \\ Example: //machainedecaract
- _ai_viande.dfn @en:ds
- generated automatically by script, please document it </WRAP> <PARENT Name="_ai_nourriture.dfn"/>
- _ai_vegetal_terrestre.dfn @en:ds
- nt generated automatically by script, please document it </WRAP> <PARENT Name="_ai_vegetal.dfn"/>
- alpha.typ @en:ds:sound
- omatically by script, please document it </WRAP> Name of the type: Double \\ UI: Edit \\ Default: 0 \\
- _ai_creature.dfn @en:ds
- by script, please document it </WRAP> <PARENT Name = "_ ai_object.dfn" /> ===== Behaviours ===== // ... [[en:ds:rcdstypstring|string.typ]] <ELEMENT Name = "InitFame" Type = "Type" Filename = "float.typ"
- npc_event_handler_action @en:primitive:mission
- t|mission creation]]. ===== Properties ===== **name :** name of the action, by default the same name as the action name is used. **action :** One of the following action * begin_state * code * con