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- _ai_location.dfn @en:ds
- [[en:ds:rcdstypstring|string.typ]] <ELEMENT Name="Exclusions" Type="Type" Filename="string.typ" Array="true"/>
- learn_action @en:primitive:mission
- ion bricks to players. ===== Properties ===== **name**: Action name, only used by the mission designer. **actions**: Action brick codes **group (Boolean)*... tions to the whole group at the same time. **npc_name (Optional)**: Tag name of the giver NPC. ===== Default variables ===== npc_name (bot): ''$b$'' Fo
- _ai_pastatoid.dfn @en:ds
- n [[en:ds:rcdstypstring|string.typ]] <ELEMENT Name="Exclude" Type="Type" Filename="string.typ" Array="true"/>
- 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" FilenameExt="*.sound" Array="true"/>
- _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 ===== // ... tion.dfn]] - Array values ARRAY) // ===== ClassName ===== // String | Default = BaseCreature // \\ Ex... [[en:ds:rcdstypstring|string.typ]] <ELEMENT Name = "InitFame" Type = "Type" Filename = "float.typ" Default = "- 50.0" /> ===== Connect ===== // Subset o
- 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
- 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
- popup_msg @en:primitive:mission
- indow on the client. ===== Properties ===== **name:** Action name, only used by the mission designer. **msg_to_display:** Text that appears in the popup
- var_quality @en:primitive:mission
- t|mission creation]]. ===== Properties ===== **name :** Variable name only used by the mission designer. **quality :** Quality numeric value needed. **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_name_field>$''. {{tag>primitives ryzom_core}}
- var_faction @en:primitive:mission
- t|mission creation]]. ===== Properties ===== **name :** Variable name only used by the mission designer. **faction_name :** Actual name tag of the faction referred to. **var_name :** Variable tag to be used in the script
- set_constrains @en:primitive:mission
- l will be cancelled. ===== Properties ===== **name:** Action name, only used by the mission designer. **inside_place:** Specifies a place that the playe